Conceptualizing, Designing, and Investigating Locative Media Use in Urban Space
NASA Astrophysics Data System (ADS)
Diamantaki, Katerina; Rizopoulos, Charalampos; Charitos, Dimitris; Kaimakamis, Nikos
This chapter investigates the social implications of locative media (LM) use and attempts to outline a theoretical framework that may support the design and implementation of location-based applications. Furthermore, it stresses the significance of physical space and location awareness as important factors that influence both human-computer interaction and computer-mediated communication. The chapter documents part of the theoretical aspect of the research undertaken as part of LOcation-based Communication Urban NETwork (LOCUNET), a project that aims to investigate the way users interact with one another (human-computer-human interaction aspect) and with the location-based system itself (human-computer interaction aspect). A number of relevant theoretical approaches are discussed in an attempt to provide a holistic theoretical background for LM use. Additionally, the actual implementation of the LOCUNET system is described and some of the findings are discussed.
Applications of airborne ultrasound in human-computer interaction.
Dahl, Tobias; Ealo, Joao L; Bang, Hans J; Holm, Sverre; Khuri-Yakub, Pierre
2014-09-01
Airborne ultrasound is a rapidly developing subfield within human-computer interaction (HCI). Touchless ultrasonic interfaces and pen tracking systems are part of recent trends in HCI and are gaining industry momentum. This paper aims to provide the background and overview necessary to understand the capabilities of ultrasound and its potential future in human-computer interaction. The latest developments on the ultrasound transducer side are presented, focusing on capacitive micro-machined ultrasonic transducers, or CMUTs. Their introduction is an important step toward providing real, low-cost multi-sensor array and beam-forming options. We also provide a unified mathematical framework for understanding and analyzing algorithms used for ultrasound detection and tracking for some of the most relevant applications. Copyright © 2014. Published by Elsevier B.V.
Cyberpsychology: a human-interaction perspective based on cognitive modeling.
Emond, Bruno; West, Robert L
2003-10-01
This paper argues for the relevance of cognitive modeling and cognitive architectures to cyberpsychology. From a human-computer interaction point of view, cognitive modeling can have benefits both for theory and model building, and for the design and evaluation of sociotechnical systems usability. Cognitive modeling research applied to human-computer interaction has two complimentary objectives: (1) to develop theories and computational models of human interactive behavior with information and collaborative technologies, and (2) to use the computational models as building blocks for the design, implementation, and evaluation of interactive technologies. From the perspective of building theories and models, cognitive modeling offers the possibility to anchor cyberpsychology theories and models into cognitive architectures. From the perspective of the design and evaluation of socio-technical systems, cognitive models can provide the basis for simulated users, which can play an important role in usability testing. As an example of application of cognitive modeling to technology design, the paper presents a simulation of interactive behavior with five different adaptive menu algorithms: random, fixed, stacked, frequency based, and activation based. Results of the simulation indicate that fixed menu positions seem to offer the best support for classification like tasks such as filing e-mails. This research is part of the Human-Computer Interaction, and the Broadband Visual Communication research programs at the National Research Council of Canada, in collaboration with the Carleton Cognitive Modeling Lab at Carleton University.
Interactions with Virtual People: Do Avatars Dream of Digital Sheep?. Chapter 6
NASA Technical Reports Server (NTRS)
Slater, Mel; Sanchez-Vives, Maria V.
2007-01-01
This paper explores another form of artificial entity, ones without physical embodiment. We refer to virtual characters as the name for a type of interactive object that have become familiar in computer games and within virtual reality applications. We refer to these as avatars: three-dimensional graphical objects that are in more-or-less human form which can interact with humans. Sometimes such avatars will be representations of real-humans who are interacting together within a shared networked virtual environment, other times the representations will be of entirely computer generated characters. Unlike other authors, who reserve the term agent for entirely computer generated characters and avatars for virtual embodiments of real people; the same term here is used for both. This is because avatars and agents are on a continuum. The question is where does their behaviour originate? At the extremes the behaviour is either completely computer generated or comes only from tracking of a real person. However, not every aspect of a real person can be tracked every eyebrow move, every blink, every breath rather real tracking data would be supplemented by inferred behaviours which are programmed based on the available information as to what the real human is doing and her/his underlying emotional and psychological state. Hence there is always some programmed behaviour it is only a matter of how much. In any case the same underlying problem remains how can the human character be portrayed in such a manner that its actions are believable and have an impact on the real people with whom it interacts? This paper has three main parts. In the first part we will review some evidence that suggests that humans react with appropriate affect in their interactions with virtual human characters, or with other humans who are represented as avatars. This is so in spite of the fact that the representational fidelity is relatively low. Our evidence will be from the realm of psychotherapy, where virtual social situations are created that do test whether people react appropriately within these situations. We will also consider some experiments on face-to-face virtual communications between people in the same shared virtual environments. The second part will try to give some clues about why this might happen, taking into account modern theories of perception from neuroscience. The third part will include some speculations about the future developments of the relationship between people and virtual people. We will suggest that a more likely scenario than the world becoming populated by physically embodied virtual people (robots, androids) is that in the relatively near future we will interact more and more in our everyday lives with virtual people- bank managers, shop assistants, instructors, and so on. What is happening in the movies with computer graphic generated individuals and entire crowds may move into the space of everyday life.
ERIC Educational Resources Information Center
Voithofer, R. J.
Television programs are increasingly featuring information technologies like computers as significant narrative devices, including the use of computer-based technologies as virtual worlds or environments in which characters interact, the use of computers as tools in problem solving and confronting conflict, and characters that are part human, part…
2016-05-01
research, Kunkler (2006) suggested that the similarities between computer simulation tools and robotic surgery systems (e.g., mechanized feedback...distribution is unlimited. 49 Davies B. A review of robotics in surgery . Proceedings of the Institution of Mechanical Engineers, Part H: Journal...ARL-TR-7683 ● MAY 2016 US Army Research Laboratory A Guide for Developing Human- Robot Interaction Experiments in the Robotic
Choice of Human-Computer Interaction Mode in Stroke Rehabilitation.
Mousavi Hondori, Hossein; Khademi, Maryam; Dodakian, Lucy; McKenzie, Alison; Lopes, Cristina V; Cramer, Steven C
2016-03-01
Advances in technology are providing new forms of human-computer interaction. The current study examined one form of human-computer interaction, augmented reality (AR), whereby subjects train in the real-world workspace with virtual objects projected by the computer. Motor performances were compared with those obtained while subjects used a traditional human-computer interaction, that is, a personal computer (PC) with a mouse. Patients used goal-directed arm movements to play AR and PC versions of the Fruit Ninja video game. The 2 versions required the same arm movements to control the game but had different cognitive demands. With AR, the game was projected onto the desktop, where subjects viewed the game plus their arm movements simultaneously, in the same visual coordinate space. In the PC version, subjects used the same arm movements but viewed the game by looking up at a computer monitor. Among 18 patients with chronic hemiparesis after stroke, the AR game was associated with 21% higher game scores (P = .0001), 19% faster reaching times (P = .0001), and 15% less movement variability (P = .0068), as compared to the PC game. Correlations between game score and arm motor status were stronger with the AR version. Motor performances during the AR game were superior to those during the PC game. This result is due in part to the greater cognitive demands imposed by the PC game, a feature problematic for some patients but clinically useful for others. Mode of human-computer interface influences rehabilitation therapy demands and can be individualized for patients. © The Author(s) 2015.
Seven-Step Problem-Based Learning in an Interaction Design Course
ERIC Educational Resources Information Center
Schultz, Nette; Christensen, Hans Peter
2004-01-01
The objective in this paper is the implementation of the highly structured seven-step problem-based learning (PBL) procedure as part of the learning process in a human-computer interaction (HCI) design course at the Technical University of Denmark, taking into account the common learning processes in PBL and the interaction design process. These…
Making intelligent systems team players: Additional case studies
NASA Technical Reports Server (NTRS)
Malin, Jane T.; Schreckenghost, Debra L.; Rhoads, Ron W.
1993-01-01
Observations from a case study of intelligent systems are reported as part of a multi-year interdisciplinary effort to provide guidance and assistance for designers of intelligent systems and their user interfaces. A series of studies were conducted to investigate issues in designing intelligent fault management systems in aerospace applications for effective human-computer interaction. The results of the initial study are documented in two NASA technical memoranda: TM 104738 Making Intelligent Systems Team Players: Case Studies and Design Issues, Volumes 1 and 2; and TM 104751, Making Intelligent Systems Team Players: Overview for Designers. The objective of this additional study was to broaden the investigation of human-computer interaction design issues beyond the focus on monitoring and fault detection in the initial study. The results of this second study are documented which is intended as a supplement to the original design guidance documents. These results should be of interest to designers of intelligent systems for use in real-time operations, and to researchers in the areas of human-computer interaction and artificial intelligence.
Getting seamless care right from the beginning - integrating computers into the human interaction.
Pearce, Christopher; Kumarpeli, Pushpa; de Lusignan, Simon
2010-01-01
The digital age is coming to the health space, behind many other fields of society. In part this is because health remains heavily reliant on human interaction. The doctor-patient relationship remains a significant factor in determining patient outcomes. Whilst there are many benefits to E-Health, there are also significant risks if computers are not adequately integrated into this interaction and accurate data are consequently not available on the patient's journey through the health system. Video analysis of routine clinical consultations in Australian and UK primary care. We analyzed 308 consultations (141+167 respectively) from these systems, with an emphasis on how the consultation starts. Australian consultations have a mean duration of 12.7 mins, UK 11.8 mins. In both countries around 7% of consultations are computer initiated. Where doctors engaged with computer use the patient observed the computer screen much more and better records were produced. However, there was suboptimal engagement and poor records and no coding in around 20% of consultations. How the computer is used at the start of the consultation can set the scene for an effective interaction or reflect disengagement from technology and creation of poor records.
Automated social skills training with audiovisual information.
Tanaka, Hiroki; Sakti, Sakriani; Neubig, Graham; Negoro, Hideki; Iwasaka, Hidemi; Nakamura, Satoshi
2016-08-01
People with social communication difficulties tend to have superior skills using computers, and as a result computer-based social skills training systems are flourishing. Social skills training, performed by human trainers, is a well-established method to obtain appropriate skills in social interaction. Previous works have attempted to automate one or several parts of social skills training through human-computer interaction. However, while previous work on simulating social skills training considered only acoustic and linguistic features, human social skills trainers take into account visual features (e.g. facial expression, posture). In this paper, we create and evaluate a social skills training system that closes this gap by considering audiovisual features regarding ratio of smiling, yaw, and pitch. An experimental evaluation measures the difference in effectiveness of social skill training when using audio features and audiovisual features. Results showed that the visual features were effective to improve users' social skills.
A Single Camera Motion Capture System for Human-Computer Interaction
NASA Astrophysics Data System (ADS)
Okada, Ryuzo; Stenger, Björn
This paper presents a method for markerless human motion capture using a single camera. It uses tree-based filtering to efficiently propagate a probability distribution over poses of a 3D body model. The pose vectors and associated shapes are arranged in a tree, which is constructed by hierarchical pairwise clustering, in order to efficiently evaluate the likelihood in each frame. Anew likelihood function based on silhouette matching is proposed that improves the pose estimation of thinner body parts, i. e. the limbs. The dynamic model takes self-occlusion into account by increasing the variance of occluded body-parts, thus allowing for recovery when the body part reappears. We present two applications of our method that work in real-time on a Cell Broadband Engine™: a computer game and a virtual clothing application.
NASA Technical Reports Server (NTRS)
Mitchell, Christine M.
1993-01-01
This chapter examines a class of human-computer interaction applications, specifically the design of human-computer interaction for the operators of complex systems. Such systems include space systems (e.g., manned systems such as the Shuttle or space station, and unmanned systems such as NASA scientific satellites), aviation systems (e.g., the flight deck of 'glass cockpit' airplanes or air traffic control) and industrial systems (e.g., power plants, telephone networks, and sophisticated, e.g., 'lights out,' manufacturing facilities). The main body of human-computer interaction (HCI) research complements but does not directly address the primary issues involved in human-computer interaction design for operators of complex systems. Interfaces to complex systems are somewhat special. The 'user' in such systems - i.e., the human operator responsible for safe and effective system operation - is highly skilled, someone who in human-machine systems engineering is sometimes characterized as 'well trained, well motivated'. The 'job' or task context is paramount and, thus, human-computer interaction is subordinate to human job interaction. The design of human interaction with complex systems, i.e., the design of human job interaction, is sometimes called cognitive engineering.
ERIC Educational Resources Information Center
Weller, Herman G.; Hartson, H. Rex
1992-01-01
Describes human-computer interface needs for empowering environments in computer usage in which the machine handles the routine mechanics of problem solving while the user concentrates on its higher order meanings. A closed-loop model of interaction is described, interface as illusion is discussed, and metaphors for human-computer interaction are…
Is Human-Computer Interaction Social or Parasocial?
ERIC Educational Resources Information Center
Sundar, S. Shyam
Conducted in the attribution-research paradigm of social psychology, a study examined whether human-computer interaction is fundamentally social (as in human-human interaction) or parasocial (as in human-television interaction). All 30 subjects (drawn from an undergraduate class on communication) were exposed to an identical interaction with…
ERIC Educational Resources Information Center
Price, Kathleen J.
2011-01-01
The use of information technology is a vital part of everyday life, but for a person with functional impairments, technology interaction may be difficult at best. Information technology is commonly designed to meet the needs of a theoretical "normal" user. However, there is no such thing as a "normal" user. A user's capabilities will vary over…
On the Rhetorical Contract in Human-Computer Interaction.
ERIC Educational Resources Information Center
Wenger, Michael J.
1991-01-01
An exploration of the rhetorical contract--i.e., the expectations for appropriate interaction--as it develops in human-computer interaction revealed that direct manipulation interfaces were more likely to establish social expectations. Study results suggest that the social nature of human-computer interactions can be examined with reference to the…
Occupational stress in human computer interaction.
Smith, M J; Conway, F T; Karsh, B T
1999-04-01
There have been a variety of research approaches that have examined the stress issues related to human computer interaction including laboratory studies, cross-sectional surveys, longitudinal case studies and intervention studies. A critical review of these studies indicates that there are important physiological, biochemical, somatic and psychological indicators of stress that are related to work activities where human computer interaction occurs. Many of the stressors of human computer interaction at work are similar to those stressors that have historically been observed in other automated jobs. These include high workload, high work pressure, diminished job control, inadequate employee training to use new technology, monotonous tasks, por supervisory relations, and fear for job security. New stressors have emerged that can be tied primarily to human computer interaction. These include technology breakdowns, technology slowdowns, and electronic performance monitoring. The effects of the stress of human computer interaction in the workplace are increased physiological arousal; somatic complaints, especially of the musculoskeletal system; mood disturbances, particularly anxiety, fear and anger; and diminished quality of working life, such as reduced job satisfaction. Interventions to reduce the stress of computer technology have included improved technology implementation approaches and increased employee participation in implementation. Recommendations for ways to reduce the stress of human computer interaction at work are presented. These include proper ergonomic conditions, increased organizational support, improved job content, proper workload to decrease work pressure, and enhanced opportunities for social support. A model approach to the design of human computer interaction at work that focuses on the system "balance" is proposed.
ERIC Educational Resources Information Center
Lee, Eun-Ju; Nass, Clifford
2002-01-01
Presents two experiments to address the questions of if and how normative social influence operates in anonymous computer-mediated communication and human-computer interaction. Finds that the perception of interaction partner (human vs. computer) moderated the group conformity effect such that the undergraduate student subjects expressed greater…
Human-computer interaction in multitask situations
NASA Technical Reports Server (NTRS)
Rouse, W. B.
1977-01-01
Human-computer interaction in multitask decisionmaking situations is considered, and it is proposed that humans and computers have overlapping responsibilities. Queueing theory is employed to model this dynamic approach to the allocation of responsibility between human and computer. Results of simulation experiments are used to illustrate the effects of several system variables including number of tasks, mean time between arrivals of action-evoking events, human-computer speed mismatch, probability of computer error, probability of human error, and the level of feedback between human and computer. Current experimental efforts are discussed and the practical issues involved in designing human-computer systems for multitask situations are considered.
Modeling Human-Computer Decision Making with Covariance Structure Analysis.
ERIC Educational Resources Information Center
Coovert, Michael D.; And Others
Arguing that sufficient theory exists about the interplay between human information processing, computer systems, and the demands of various tasks to construct useful theories of human-computer interaction, this study presents a structural model of human-computer interaction and reports the results of various statistical analyses of this model.…
Human-Centered Design of Human-Computer-Human Dialogs in Aerospace Systems
NASA Technical Reports Server (NTRS)
Mitchell, Christine M.
1998-01-01
A series of ongoing research programs at Georgia Tech established a need for a simulation support tool for aircraft computer-based aids. This led to the design and development of the Georgia Tech Electronic Flight Instrument Research Tool (GT-EFIRT). GT-EFIRT is a part-task flight simulator specifically designed to study aircraft display design and single pilot interaction. ne simulator, using commercially available graphics and Unix workstations, replicates to a high level of fidelity the Electronic Flight Instrument Systems (EFIS), Flight Management Computer (FMC) and Auto Flight Director System (AFDS) of the Boeing 757/767 aircraft. The simulator can be configured to present information using conventional looking B757n67 displays or next generation Primary Flight Displays (PFD) such as found on the Beech Starship and MD-11.
Enhancing Learning through Human Computer Interaction
ERIC Educational Resources Information Center
McKay, Elspeth, Ed.
2007-01-01
Enhancing Learning Through Human Computer Interaction is an excellent reference source for human computer interaction (HCI) applications and designs. This "Premier Reference Source" provides a complete analysis of online business training programs and e-learning in the higher education sector. It describes a range of positive outcomes for linking…
Can Robots and Humans Get Along?
DOE Office of Scientific and Technical Information (OSTI.GOV)
Scholtz, Jean
2007-06-01
Now that robots have moved into the mainstream—as vacuum cleaners, lawn mowers, autonomous vehicles, tour guides, and even pets—it is important to consider how everyday people will interact with them. A robot is really just a computer, but many researchers are beginning to understand that human-robot interactions are much different than human-computer interactions. So while the metrics used to evaluate the human-computer interaction (usability of the software interface in terms of time, accuracy, and user satisfaction) may also be appropriate for human-robot interactions, we need to determine whether there are additional metrics that should be considered.
The Dimensionality and Correlates of Flow in Human-Computer Interactions.
ERIC Educational Resources Information Center
Webster, Jane; And Others
1993-01-01
Defines playfulness in human-computer interactions in terms of flow theory and explores the dimensionality of the flow concept. Two studies are reported that investigated the factor structure and correlates of flow in human-computer interactions: one examined MBA students using Lotus 1-2-3 spreadsheet software, and one examined employees using…
NASA Astrophysics Data System (ADS)
See, Swee Lan; Tan, Mitchell; Looi, Qin En
This paper presents findings from a descriptive research on social gaming. A video-enhanced diary method was used to understand the user experience in social gaming. From this experiment, we found that natural human behavior and gamer’s decision making process can be elicited and speculated during human computer interaction. These are new information that we should consider as they can help us build better human computer interfaces and human robotic interfaces in future.
NASA Technical Reports Server (NTRS)
Johnson, David W.
1992-01-01
Virtual realities are a type of human-computer interface (HCI) and as such may be understood from a historical perspective. In the earliest era, the computer was a very simple, straightforward machine. Interaction was human manipulation of an inanimate object, little more than the provision of an explicit instruction set to be carried out without deviation. In short, control resided with the user. In the second era of HCI, some level of intelligence and control was imparted to the system to enable a dialogue with the user. Simple context sensitive help systems are early examples, while more sophisticated expert system designs typify this era. Control was shared more equally. In this, the third era of the HCI, the constructed system emulates a particular environment, constructed with rules and knowledge about 'reality'. Control is, in part, outside the realm of the human-computer dialogue. Virtual reality systems are discussed.
Language evolution and human-computer interaction
NASA Technical Reports Server (NTRS)
Grudin, Jonathan; Norman, Donald A.
1991-01-01
Many of the issues that confront designers of interactive computer systems also appear in natural language evolution. Natural languages and human-computer interfaces share as their primary mission the support of extended 'dialogues' between responsive entities. Because in each case one participant is a human being, some of the pressures operating on natural languages, causing them to evolve in order to better support such dialogue, also operate on human-computer 'languages' or interfaces. This does not necessarily push interfaces in the direction of natural language - since one entity in this dialogue is not a human, this is not to be expected. Nonetheless, by discerning where the pressures that guide natural language evolution also appear in human-computer interaction, we can contribute to the design of computer systems and obtain a new perspective on natural languages.
The Study of Surface Computer Supported Cooperative Work and Its Design, Efficiency, and Challenges
ERIC Educational Resources Information Center
Hwang, Wu-Yuin; Su, Jia-Han
2012-01-01
In this study, a Surface Computer Supported Cooperative Work paradigm is proposed. Recently, multitouch technology has become widely available for human-computer interaction. We found it has great potential to facilitate more awareness of human-to-human interaction than personal computers (PCs) in colocated collaborative work. However, other…
Categorisation of visualisation methods to support the design of Human-Computer Interaction Systems.
Li, Katie; Tiwari, Ashutosh; Alcock, Jeffrey; Bermell-Garcia, Pablo
2016-07-01
During the design of Human-Computer Interaction (HCI) systems, the creation of visual artefacts forms an important part of design. On one hand producing a visual artefact has a number of advantages: it helps designers to externalise their thought and acts as a common language between different stakeholders. On the other hand, if an inappropriate visualisation method is employed it could hinder the design process. To support the design of HCI systems, this paper reviews the categorisation of visualisation methods used in HCI. A keyword search is conducted to identify a) current HCI design methods, b) approaches of selecting these methods. The resulting design methods are filtered to create a list of just visualisation methods. These are then categorised using the approaches identified in (b). As a result 23 HCI visualisation methods are identified and categorised in 5 selection approaches (The Recipient, Primary Purpose, Visual Archetype, Interaction Type, and The Design Process). Copyright © 2016 The Authors. Published by Elsevier Ltd.. All rights reserved.
Designing the user interface: strategies for effective human-computer interaction
NASA Astrophysics Data System (ADS)
Shneiderman, B.
1998-03-01
In revising this popular book, Ben Shneiderman again provides a complete, current and authoritative introduction to user-interface design. The user interface is the part of every computer system that determines how people control and operate that system. When the interface is well designed, it is comprehensible, predictable, and controllable; users feel competent, satisfied, and responsible for their actions. Shneiderman discusses the principles and practices needed to design such effective interaction. Based on 20 years experience, Shneiderman offers readers practical techniques and guidelines for interface design. He also takes great care to discuss underlying issues and to support conclusions with empirical results. Interface designers, software engineers, and product managers will all find this book an invaluable resource for creating systems that facilitate rapid learning and performance, yield low error rates, and generate high user satisfaction. Coverage includes the human factors of interactive software (with a new discussion of diverse user communities), tested methods to develop and assess interfaces, interaction styles such as direct manipulation for graphical user interfaces, and design considerations such as effective messages, consistent screen design, and appropriate color.
Visual design for the user interface, Part 1: Design fundamentals.
Lynch, P J
1994-01-01
Digital audiovisual media and computer-based documents will be the dominant forms of professional communication in both clinical medicine and the biomedical sciences. The design of highly interactive multimedia systems will shortly become a major activity for biocommunications professionals. The problems of human-computer interface design are intimately linked with graphic design for multimedia presentations and on-line document systems. This article outlines the history of graphic interface design and the theories that have influenced the development of today's major graphic user interfaces.
Crew interface analysis: Selected articles on space human factors research, 1987 - 1991
NASA Technical Reports Server (NTRS)
Bagian, Tandi (Compiler)
1993-01-01
As part of the Flight Crew Support Division at NASA, the Crew Interface Analysis Section is dedicated to the study of human factors in the manned space program. It assumes a specialized role that focuses on answering operational questions pertaining to NASA's Space Shuttle and Space Station Freedom Programs. One of the section's key contributions is to provide knowledge and information about human capabilities and limitations that promote optimal spacecraft and habitat design and use to enhance crew safety and productivity. The section provides human factors engineering for the ongoing missions as well as proposed missions that aim to put human settlements on the Moon and Mars. Research providing solutions to operational issues is the primary objective of the Crew Interface Analysis Section. The studies represent such subdisciplines as ergonomics, space habitability, man-computer interaction, and remote operator interaction.
Audubon Wildlife Adventures. Grizzly Guidebook. School Edition.
ERIC Educational Resources Information Center
National Audubon Society, Washington, DC.
This program introduces the young computer players to the world of the grizzly bear, the largest land carnivore in North America. Through a series of four interactive stories, players learn of the bear's habits and human activities that have brought it close to extinction. Playing the part of a park ranger, a research biologist or a natural…
Closed-loop dialog model of face-to-face communication with a photo-real virtual human
NASA Astrophysics Data System (ADS)
Kiss, Bernadette; Benedek, Balázs; Szijárto, Gábor; Takács, Barnabás
2004-01-01
We describe an advanced Human Computer Interaction (HCI) model that employs photo-realistic virtual humans to provide digital media users with information, learning services and entertainment in a highly personalized and adaptive manner. The system can be used as a computer interface or as a tool to deliver content to end-users. We model the interaction process between the user and the system as part of a closed loop dialog taking place between the participants. This dialog, exploits the most important characteristics of a face-to-face communication process, including the use of non-verbal gestures and meta communication signals to control the flow of information. Our solution is based on a Virtual Human Interface (VHI) technology that was specifically designed to be able to create emotional engagement between the virtual agent and the user, thus increasing the efficiency of learning and/or absorbing any information broadcasted through this device. The paper reviews the basic building blocks and technologies needed to create such a system and discusses its advantages over other existing methods.
ERIC Educational Resources Information Center
Oren, Michael Anthony
2011-01-01
The juxtaposition of classic sociological theory and the, relatively, young discipline of human-computer interaction (HCI) serves as a powerful mechanism for both exploring the theoretical impacts of technology on human interactions as well as the application of technological systems to moderate interactions. It is the intent of this dissertation…
Human-Computer Interaction and Virtual Environments
NASA Technical Reports Server (NTRS)
Noor, Ahmed K. (Compiler)
1995-01-01
The proceedings of the Workshop on Human-Computer Interaction and Virtual Environments are presented along with a list of attendees. The objectives of the workshop were to assess the state-of-technology and level of maturity of several areas in human-computer interaction and to provide guidelines for focused future research leading to effective use of these facilities in the design/fabrication and operation of future high-performance engineering systems.
NASA Astrophysics Data System (ADS)
Gao, Pei-pei; Liu, Feng
2016-10-01
With the development of information technology and artificial intelligence, speech synthesis plays a significant role in the fields of Human-Computer Interaction Techniques. However, the main problem of current speech synthesis techniques is lacking of naturalness and expressiveness so that it is not yet close to the standard of natural language. Another problem is that the human-computer interaction based on the speech synthesis is too monotonous to realize mechanism of user subjective drive. This thesis introduces the historical development of speech synthesis and summarizes the general process of this technique. It is pointed out that prosody generation module is an important part in the process of speech synthesis. On the basis of further research, using eye activity rules when reading to control and drive prosody generation was introduced as a new human-computer interaction method to enrich the synthetic form. In this article, the present situation of speech synthesis technology is reviewed in detail. Based on the premise of eye gaze data extraction, using eye movement signal in real-time driving, a speech synthesis method which can express the real speech rhythm of the speaker is proposed. That is, when reader is watching corpora with its eyes in silent reading, capture the reading information such as the eye gaze duration per prosodic unit, and establish a hierarchical prosodic pattern of duration model to determine the duration parameters of synthesized speech. At last, after the analysis, the feasibility of the above method is verified.
Computational principles of working memory in sentence comprehension.
Lewis, Richard L; Vasishth, Shravan; Van Dyke, Julie A
2006-10-01
Understanding a sentence requires a working memory of the partial products of comprehension, so that linguistic relations between temporally distal parts of the sentence can be rapidly computed. We describe an emerging theoretical framework for this working memory system that incorporates several independently motivated principles of memory: a sharply limited attentional focus, rapid retrieval of item (but not order) information subject to interference from similar items, and activation decay (forgetting over time). A computational model embodying these principles provides an explanation of the functional capacities and severe limitations of human processing, as well as accounts of reading times. The broad implication is that the detailed nature of cross-linguistic sentence processing emerges from the interaction of general principles of human memory with the specialized task of language comprehension.
Multimodal approaches for emotion recognition: a survey
NASA Astrophysics Data System (ADS)
Sebe, Nicu; Cohen, Ira; Gevers, Theo; Huang, Thomas S.
2004-12-01
Recent technological advances have enabled human users to interact with computers in ways previously unimaginable. Beyond the confines of the keyboard and mouse, new modalities for human-computer interaction such as voice, gesture, and force-feedback are emerging. Despite important advances, one necessary ingredient for natural interaction is still missing-emotions. Emotions play an important role in human-to-human communication and interaction, allowing people to express themselves beyond the verbal domain. The ability to understand human emotions is desirable for the computer in several applications. This paper explores new ways of human-computer interaction that enable the computer to be more aware of the user's emotional and attentional expressions. We present the basic research in the field and the recent advances into the emotion recognition from facial, voice, and physiological signals, where the different modalities are treated independently. We then describe the challenging problem of multimodal emotion recognition and we advocate the use of probabilistic graphical models when fusing the different modalities. We also discuss the difficult issues of obtaining reliable affective data, obtaining ground truth for emotion recognition, and the use of unlabeled data.
Multimodal approaches for emotion recognition: a survey
NASA Astrophysics Data System (ADS)
Sebe, Nicu; Cohen, Ira; Gevers, Theo; Huang, Thomas S.
2005-01-01
Recent technological advances have enabled human users to interact with computers in ways previously unimaginable. Beyond the confines of the keyboard and mouse, new modalities for human-computer interaction such as voice, gesture, and force-feedback are emerging. Despite important advances, one necessary ingredient for natural interaction is still missing-emotions. Emotions play an important role in human-to-human communication and interaction, allowing people to express themselves beyond the verbal domain. The ability to understand human emotions is desirable for the computer in several applications. This paper explores new ways of human-computer interaction that enable the computer to be more aware of the user's emotional and attentional expressions. We present the basic research in the field and the recent advances into the emotion recognition from facial, voice, and physiological signals, where the different modalities are treated independently. We then describe the challenging problem of multimodal emotion recognition and we advocate the use of probabilistic graphical models when fusing the different modalities. We also discuss the difficult issues of obtaining reliable affective data, obtaining ground truth for emotion recognition, and the use of unlabeled data.
2011-01-01
Background Although principles based in motor learning, rehabilitation, and human-computer interfaces can guide the design of effective interactive systems for rehabilitation, a unified approach that connects these key principles into an integrated design, and can form a methodology that can be generalized to interactive stroke rehabilitation, is presently unavailable. Results This paper integrates phenomenological approaches to interaction and embodied knowledge with rehabilitation practices and theories to achieve the basis for a methodology that can support effective adaptive, interactive rehabilitation. Our resulting methodology provides guidelines for the development of an action representation, quantification of action, and the design of interactive feedback. As Part I of a two-part series, this paper presents key principles of the unified approach. Part II then describes the application of this approach within the implementation of the Adaptive Mixed Reality Rehabilitation (AMRR) system for stroke rehabilitation. Conclusions The accompanying principles for composing novel mixed reality environments for stroke rehabilitation can advance the design and implementation of effective mixed reality systems for the clinical setting, and ultimately be adapted for home-based application. They furthermore can be applied to other rehabilitation needs beyond stroke. PMID:21875441
Human Factors Considerations in System Design
NASA Technical Reports Server (NTRS)
Mitchell, C. M. (Editor); Vanbalen, P. M. (Editor); Moe, K. L. (Editor)
1983-01-01
Human factors considerations in systems design was examined. Human factors in automated command and control, in the efficiency of the human computer interface and system effectiveness are outlined. The following topics are discussed: human factors aspects of control room design; design of interactive systems; human computer dialogue, interaction tasks and techniques; guidelines on ergonomic aspects of control rooms and highly automated environments; system engineering for control by humans; conceptual models of information processing; information display and interaction in real time environments.
2010-12-01
Base ( CFB ) Kingston. The computer simulation developed in this project is intended to be used for future research and as a possible training platform...DRDC Toronto No. CR 2010-055 Development of an E-Prime based computer simulation of an interactive Human Rights Violation negotiation script...Abstract This report describes the method of developing an E-Prime computer simulation of an interactive Human Rights Violation (HRV) negotiation. An
2015 Marine Corps Security Environment Forecast: Futures 2030-2045
2015-01-01
The technologies that make the iPhone “smart” were publically funded—the Internet, wireless networks, the global positioning system, microelectronics...Energy Revolution (63 percent); Internet of Things (ubiquitous sensors embedded in interconnected computing devices) (50 percent); “Sci-Fi...Neuroscience & artificial intelligence - Sensors /control systems -Power & energy -Human-robot interaction Robots/autonomous systems will become part of the
Investigating the Human Computer Interaction Problems with Automated Teller Machine Navigation Menus
ERIC Educational Resources Information Center
Curran, Kevin; King, David
2008-01-01
Purpose: The automated teller machine (ATM) has become an integral part of our society. However, using the ATM can often be a frustrating experience as people frequently reinsert cards to conduct multiple transactions. This has led to the research question of whether ATM menus are designed in an optimal manner. This paper aims to address the…
Using Eye Tracking as a Tool to Teach Informatics Students the Importance of User Centered Design
ERIC Educational Resources Information Center
Gelderblom, Helene; Adebesin, Funmi; Brosens, Jacques; Kruger, Rendani
2017-01-01
In this article the authors describe how they incorporate eye tracking in a human-computer interaction (HCI) course that forms part of a postgraduate Informatics degree. The focus is on an eye tracking assignment that involves student groups performing usability evaluation studies for real world clients. Over the past three years the authors have…
Human-Computer Interaction: A Review of the Research on Its Affective and Social Aspects.
ERIC Educational Resources Information Center
Deaudelin, Colette; Dussault, Marc; Brodeur, Monique
2003-01-01
Discusses a review of 34 qualitative and non-qualitative studies related to affective and social aspects of student-computer interactions. Highlights include the nature of the human-computer interaction (HCI); the interface, comparing graphic and text types; and the relation between variables linked to HCI, mainly trust, locus of control,…
The 3D Human Motion Control Through Refined Video Gesture Annotation
NASA Astrophysics Data System (ADS)
Jin, Yohan; Suk, Myunghoon; Prabhakaran, B.
In the beginning of computer and video game industry, simple game controllers consisting of buttons and joysticks were employed, but recently game consoles are replacing joystick buttons with novel interfaces such as the remote controllers with motion sensing technology on the Nintendo Wii [1] Especially video-based human computer interaction (HCI) technique has been applied to games, and the representative game is 'Eyetoy' on the Sony PlayStation 2. Video-based HCI technique has great benefit to release players from the intractable game controller. Moreover, in order to communicate between humans and computers, video-based HCI is very crucial since it is intuitive, easy to get, and inexpensive. On the one hand, extracting semantic low-level features from video human motion data is still a major challenge. The level of accuracy is really dependent on each subject's characteristic and environmental noises. Of late, people have been using 3D motion-capture data for visualizing real human motions in 3D space (e.g, 'Tiger Woods' in EA Sports, 'Angelina Jolie' in Bear-Wolf movie) and analyzing motions for specific performance (e.g, 'golf swing' and 'walking'). 3D motion-capture system ('VICON') generates a matrix for each motion clip. Here, a column is corresponding to a human's sub-body part and row represents time frames of data capture. Thus, we can extract sub-body part's motion only by selecting specific columns. Different from low-level feature values of video human motion, 3D human motion-capture data matrix are not pixel values, but is closer to human level of semantics.
L'ordinateur a visage humain (The Computer in Human Guise).
ERIC Educational Resources Information Center
Otman, Gabriel
1986-01-01
Discusses the tendency of humans to describe parts and functions of a computer with terminology that refers to human characteristics; for example, parts of the body (electronic brain), intellectual activities (optical memory), and physical activities (command). Computers are also described through metaphors, connotations, allusions, and analogies…
Yoshihara, Lena; Roth, Christian J; Wall, Wolfgang A
2017-04-01
In this article, a novel approach is presented for combining standard fluid-structure interaction with additional volumetric constraints to model fluid flow into and from homogenised solid domains. The proposed algorithm is particularly interesting for investigations in the field of respiratory mechanics as it enables the mutual coupling of airflow in the conducting part and local tissue deformation in the respiratory part of the lung by means of a volume constraint. In combination with a classical monolithic fluid-structure interaction approach, a comprehensive model of the human lung can be established that will be useful to gain new insights into respiratory mechanics in health and disease. To illustrate the validity and versatility of the novel approach, three numerical examples including a patient-specific lung model are presented. The proposed algorithm proves its capability of computing clinically relevant airflow distribution and tissue strain data at a level of detail that is not yet achievable, neither with current imaging techniques nor with existing computational models. Copyright © 2016 John Wiley & Sons, Ltd. Copyright © 2016 John Wiley & Sons, Ltd.
Human-Robot Teams for Unknown and Uncertain Environments
NASA Technical Reports Server (NTRS)
Fong, Terry
2015-01-01
Man-robot interaction is the study of interactions between humans and robots. It is often referred as HRI by researchers. Human-robot interaction is a multidisciplinary field with contributions from human-computer interaction, artificial intelligence.
NASA Technical Reports Server (NTRS)
Clancey, William J.
2003-01-01
A human-centered approach to computer systems design involves reframing analysis in terms of people interacting with each other, not only human-machine interaction. The primary concern is not how people can interact with computers, but how shall we design computers to help people work together? An analysis of astronaut interactions with CapCom on Earth during one traverse of Apollo 17 shows what kind of information was conveyed and what might be automated today. A variety of agent and robotic technologies are proposed that deal with recurrent problems in communication and coordination during the analyzed traverse.
Implementations of the CC'01 Human-Computer Interaction Guidelines Using Bloom's Taxonomy
ERIC Educational Resources Information Center
Manaris, Bill; Wainer, Michael; Kirkpatrick, Arthur E.; Stalvey, RoxAnn H.; Shannon, Christine; Leventhal, Laura; Barnes, Julie; Wright, John; Schafer, J. Ben; Sanders, Dean
2007-01-01
In today's technology-laden society human-computer interaction (HCI) is an important knowledge area for computer scientists and software engineers. This paper surveys existing approaches to incorporate HCI into computer science (CS) and such related issues as the perceived gap between the interests of the HCI community and the needs of CS…
Computer Human Interaction for Image Information Systems.
ERIC Educational Resources Information Center
Beard, David Volk
1991-01-01
Presents an approach to developing viable image computer-human interactions (CHI) involving user metaphors for comprehending image data and methods for locating, accessing, and displaying computer images. A medical-image radiology workstation application is used as an example, and feedback and evaluation methods are discussed. (41 references) (LRW)
Analysis of Feedback in after Action Reviews
1987-06-01
CONNTSM Page INTRODUCTIUN . . . . . . . . . . . . . . . . . . . A Perspective on Feedback. . ....... • • ..... • 1 Overviev of %,•urrent Research...part of their training program . The AAR is in marked contrast to the critique method of feedback which is often used in military training. The AAR...feedback is task-inherent feedback. Task-inherent feedback refers to human-machine interacting systems, e.g., computers , where in a visual tracking task
Prosodic alignment in human-computer interaction
NASA Astrophysics Data System (ADS)
Suzuki, N.; Katagiri, Y.
2007-06-01
Androids that replicate humans in form also need to replicate them in behaviour to achieve a high level of believability or lifelikeness. We explore the minimal social cues that can induce in people the human tendency for social acceptance, or ethopoeia, toward artifacts, including androids. It has been observed that people exhibit a strong tendency to adjust to each other, through a number of speech and language features in human-human conversational interactions, to obtain communication efficiency and emotional engagement. We investigate in this paper the phenomena related to prosodic alignment in human-computer interactions, with particular focus on human-computer alignment of speech characteristics. We found that people exhibit unidirectional and spontaneous short-term alignment of loudness and response latency in their speech in response to computer-generated speech. We believe this phenomenon of prosodic alignment provides one of the key components for building social acceptance of androids.
The Study on Human-Computer Interaction Design Based on the Users’ Subconscious Behavior
NASA Astrophysics Data System (ADS)
Li, Lingyuan
2017-09-01
Human-computer interaction is human-centered. An excellent interaction design should focus on the study of user experience, which greatly comes from the consistence between design and human behavioral habit. However, users’ behavioral habits often result from subconsciousness. Therefore, it is smart to utilize users’ subconscious behavior to achieve design's intention and maximize the value of products’ functions, which gradually becomes a new trend in this field.
Lechner, William J; MacGlashan, James; Wray, Tyler B; Littman, Michael L
2017-01-01
Background Computer-delivered interventions have been shown to be effective in reducing alcohol consumption in heavy drinking college students. However, these computer-delivered interventions rely on mouse, keyboard, or touchscreen responses for interactions between the users and the computer-delivered intervention. The principles of motivational interviewing suggest that in-person interventions may be effective, in part, because they encourage individuals to think through and speak aloud their motivations for changing a health behavior, which current computer-delivered interventions do not allow. Objective The objective of this study was to take the initial steps toward development of a voice-based computer-delivered intervention that can ask open-ended questions and respond appropriately to users’ verbal responses, more closely mirroring a human-delivered motivational intervention. Methods We developed (1) a voice-based computer-delivered intervention that was run by a human controller and that allowed participants to speak their responses to scripted prompts delivered by speech generation software and (2) a text-based computer-delivered intervention that relied on the mouse, keyboard, and computer screen for all interactions. We randomized 60 heavy drinking college students to interact with the voice-based computer-delivered intervention and 30 to interact with the text-based computer-delivered intervention and compared their ratings of the systems as well as their motivation to change drinking and their drinking behavior at 1-month follow-up. Results Participants reported that the voice-based computer-delivered intervention engaged positively with them in the session and delivered content in a manner consistent with motivational interviewing principles. At 1-month follow-up, participants in the voice-based computer-delivered intervention condition reported significant decreases in quantity, frequency, and problems associated with drinking, and increased perceived importance of changing drinking behaviors. In comparison to the text-based computer-delivered intervention condition, those assigned to voice-based computer-delivered intervention reported significantly fewer alcohol-related problems at the 1-month follow-up (incident rate ratio 0.60, 95% CI 0.44-0.83, P=.002). The conditions did not differ significantly on perceived importance of changing drinking or on measures of drinking quantity and frequency of heavy drinking. Conclusions Results indicate that it is feasible to construct a series of open-ended questions and a bank of responses and follow-up prompts that can be used in a future fully automated voice-based computer-delivered intervention that may mirror more closely human-delivered motivational interventions to reduce drinking. Such efforts will require using advanced speech recognition capabilities and machine-learning approaches to train a program to mirror the decisions made by human controllers in the voice-based computer-delivered intervention used in this study. In addition, future studies should examine enhancements that can increase the perceived warmth and empathy of voice-based computer-delivered intervention, possibly through greater personalization, improvements in the speech generation software, and embodying the computer-delivered intervention in a physical form. PMID:28659259
The Promise of Interactive Video: An Affective Search.
ERIC Educational Resources Information Center
Hon, David
1983-01-01
Argues that factors that create a feeling of interactivity in the human situation--response time, spontaneity, lack of distractors--should be included as prime elements in the design of human/machine systems, e.g., computer assisted instruction and interactive video. A computer/videodisc learning system for cardio-pulmonary resuscitation and its…
The Human-Computer Interaction of Cross-Cultural Gaming Strategy
ERIC Educational Resources Information Center
Chakraborty, Joyram; Norcio, Anthony F.; Van Der Veer, Jacob J.; Andre, Charles F.; Miller, Zachary; Regelsberger, Alexander
2015-01-01
This article explores the cultural dimensions of the human-computer interaction that underlies gaming strategies. The article is a desktop study of existing literature and is organized into five sections. The first examines the cultural aspects of knowledge processing. The social constructs technology interaction is discussed. Following this, the…
Evaluation of an eye-pointer interaction device for human-computer interaction.
Cáceres, Enrique; Carrasco, Miguel; Ríos, Sebastián
2018-03-01
Advances in eye-tracking technology have led to better human-computer interaction, and involve controlling a computer without any kind of physical contact. This research describes the transformation of a commercial eye-tracker for use as an alternative peripheral device in human-computer interactions, implementing a pointer that only needs the eye movements of a user facing a computer screen, thus replacing the need to control the software by hand movements. The experiment was performed with 30 test individuals who used the prototype with a set of educational videogames. The results show that, although most of the test subjects would prefer a mouse to control the pointer, the prototype tested has an empirical precision similar to that of the mouse, either when trying to control its movements or when attempting to click on a point of the screen.
Automatic creation of three-dimensional avatars
NASA Astrophysics Data System (ADS)
Villa-Uriol, Maria-Cruz; Sainz, Miguel; Kuester, Falko; Bagherzadeh, Nader
2003-01-01
Highly accurate avatars of humans promise a new level of realism in engineering and entertainment applications, including areas such as computer animated movies, computer game development interactive virtual environments and tele-presence. In order to provide high-quality avatars, new techniques for the automatic acquisition and creation are required. A framework for the capture and construction of arbitrary avatars from image data is presented in this paper. Avatars are automatically reconstructed from multiple static images of a human subject by utilizing image information to reshape a synthetic three-dimensional articulated reference model. A pipeline is presented that combines a set of hardware-accelerated stages into one seamless system. Primary stages in this pipeline include pose estimation, skeleton fitting, body part segmentation, geometry construction and coloring, leading to avatars that can be animated and included into interactive environments. The presented system removes traditional constraints in the initial pose of the captured subject by using silhouette-based modification techniques in combination with a reference model. Results can be obtained in near-real time with very limited user intervention.
What should I do next? Using shared representations to solve interaction problems.
Pezzulo, Giovanni; Dindo, Haris
2011-06-01
Studies on how "the social mind" works reveal that cognitive agents engaged in joint actions actively estimate and influence another's cognitive variables and form shared representations with them. (How) do shared representations enhance coordination? In this paper, we provide a probabilistic model of joint action that emphasizes how shared representations help solving interaction problems. We focus on two aspects of the model. First, we discuss how shared representations permit to coordinate at the level of cognitive variables (beliefs, intentions, and actions) and determine a coherent unfolding of action execution and predictive processes in the brains of two agents. Second, we discuss the importance of signaling actions as part of a strategy for sharing representations and the active guidance of another's actions toward the achievement of a joint goal. Furthermore, we present data from a human-computer experiment (the Tower Game) in which two agents (human and computer) have to build together a tower made of colored blocks, but only the human knows the constellation of the tower to be built (e.g., red-blue-red-blue-…). We report evidence that humans use signaling strategies that take another's uncertainty into consideration, and that in turn our model is able to use humans' actions as cues to "align" its representations and to select complementary actions.
PrePhyloPro: phylogenetic profile-based prediction of whole proteome linkages
Niu, Yulong; Liu, Chengcheng; Moghimyfiroozabad, Shayan; Yang, Yi
2017-01-01
Direct and indirect functional links between proteins as well as their interactions as part of larger protein complexes or common signaling pathways may be predicted by analyzing the correlation of their evolutionary patterns. Based on phylogenetic profiling, here we present a highly scalable and time-efficient computational framework for predicting linkages within the whole human proteome. We have validated this method through analysis of 3,697 human pathways and molecular complexes and a comparison of our results with the prediction outcomes of previously published co-occurrency model-based and normalization methods. Here we also introduce PrePhyloPro, a web-based software that uses our method for accurately predicting proteome-wide linkages. We present data on interactions of human mitochondrial proteins, verifying the performance of this software. PrePhyloPro is freely available at http://prephylopro.org/phyloprofile/. PMID:28875072
The role of voice input for human-machine communication.
Cohen, P R; Oviatt, S L
1995-01-01
Optimism is growing that the near future will witness rapid growth in human-computer interaction using voice. System prototypes have recently been built that demonstrate speaker-independent real-time speech recognition, and understanding of naturally spoken utterances with vocabularies of 1000 to 2000 words, and larger. Already, computer manufacturers are building speech recognition subsystems into their new product lines. However, before this technology can be broadly useful, a substantial knowledge base is needed about human spoken language and performance during computer-based spoken interaction. This paper reviews application areas in which spoken interaction can play a significant role, assesses potential benefits of spoken interaction with machines, and compares voice with other modalities of human-computer interaction. It also discusses information that will be needed to build a firm empirical foundation for the design of future spoken and multimodal interfaces. Finally, it argues for a more systematic and scientific approach to investigating spoken input and performance with future language technology. PMID:7479803
Design Science in Human-Computer Interaction: A Model and Three Examples
ERIC Educational Resources Information Center
Prestopnik, Nathan R.
2013-01-01
Humanity has entered an era where computing technology is virtually ubiquitous. From websites and mobile devices to computers embedded in appliances on our kitchen counters and automobiles parked in our driveways, information and communication technologies (ICTs) and IT artifacts are fundamentally changing the ways we interact with our world.…
Honig, Shanee; Oron-Gilad, Tal
2018-01-01
While substantial effort has been invested in making robots more reliable, experience demonstrates that robots operating in unstructured environments are often challenged by frequent failures. Despite this, robots have not yet reached a level of design that allows effective management of faulty or unexpected behavior by untrained users. To understand why this may be the case, an in-depth literature review was done to explore when people perceive and resolve robot failures, how robots communicate failure, how failures influence people's perceptions and feelings toward robots, and how these effects can be mitigated. Fifty-two studies were identified relating to communicating failures and their causes, the influence of failures on human-robot interaction (HRI), and mitigating failures. Since little research has been done on these topics within the HRI community, insights from the fields of human computer interaction (HCI), human factors engineering, cognitive engineering and experimental psychology are presented and discussed. Based on the literature, we developed a model of information processing for robotic failures (Robot Failure Human Information Processing, RF-HIP), that guides the discussion of our findings. The model describes the way people perceive, process, and act on failures in human robot interaction. The model includes three main parts: (1) communicating failures, (2) perception and comprehension of failures, and (3) solving failures. Each part contains several stages, all influenced by contextual considerations and mitigation strategies. Several gaps in the literature have become evident as a result of this evaluation. More focus has been given to technical failures than interaction failures. Few studies focused on human errors, on communicating failures, or the cognitive, psychological, and social determinants that impact the design of mitigation strategies. By providing the stages of human information processing, RF-HIP can be used as a tool to promote the development of user-centered failure-handling strategies for HRIs.
Williams, Kent E; Voigt, Jeffrey R
2004-01-01
The research reported herein presents the results of an empirical evaluation that focused on the accuracy and reliability of cognitive models created using a computerized tool: the cognitive analysis tool for human-computer interaction (CAT-HCI). A sample of participants, expert in interacting with a newly developed tactical display for the U.S. Army's Bradley Fighting Vehicle, individually modeled their knowledge of 4 specific tasks employing the CAT-HCI tool. Measures of the accuracy and consistency of task models created by these task domain experts using the tool were compared with task models created by a double expert. The findings indicated a high degree of consistency and accuracy between the different "single experts" in the task domain in terms of the resultant models generated using the tool. Actual or potential applications of this research include assessing human-computer interaction complexity, determining the productivity of human-computer interfaces, and analyzing an interface design to determine whether methods can be automated.
Pedagogical Agents as Learning Companions: The Impact of Agent Emotion and Gender
ERIC Educational Resources Information Center
Kim, Yanghee; Baylor, A. L.; Shen, E.
2007-01-01
The potential of emotional interaction between human and computer has recently interested researchers in human-computer interaction. The instructional impact of this interaction in learning environments has not been established, however. This study examined the impact of emotion and gender of a pedagogical agent as a learning companion (PAL) on…
Online mentalising investigated with functional MRI.
Kircher, Tilo; Blümel, Isabelle; Marjoram, Dominic; Lataster, Tineke; Krabbendam, Lydia; Weber, Jochen; van Os, Jim; Krach, Sören
2009-05-01
For successful interpersonal communication, inferring intentions, goals or desires of others is highly advantageous. Increasingly, humans also interact with computers or robots. In this study, we sought to determine to what degree an interactive task, which involves receiving feedback from social partners that can be used to infer intent, engaged the medial prefrontal cortex, a region previously associated with Theory of Mind processes among others. Participants were scanned using fMRI as they played an adapted version of the Prisoner's Dilemma Game with alleged human and computer partners who were outside the scanner. The medial frontal cortex was activated when both human and computer partner were played, while the direct contrast revealed significantly stronger signal change during the human-human interaction. The results suggest a link between activity in the medial prefrontal cortex and the partner played in a mentalising task. This signal change was also present for to the computers partner. Implying agency or a will to non-human actors might be an innate human resource that could lead to an evolutionary advantage.
The Society of Brains: How Alan Turing and Marvin Minsky Were Both Right
NASA Astrophysics Data System (ADS)
Struzik, Zbigniew R.
2015-04-01
In his well-known prediction, Alan Turing stated that computer intelligence would surpass human intelligence by the year 2000. Although the Turing Test, as it became known, was devised to be played by one human against one computer, this is not a fair setup. Every human is a part of a social network, and a fairer comparison would be a contest between one human at the console and a network of computers behind the console. Around the year 2000, the number of web pages on the WWW overtook the number of neurons in the human brain. But these websites would be of little use without the ability to search for knowledge. By the year 2000 Google Inc. had become the search engine of choice, and the WWW became an intelligent entity. This was not without good reason. The basis for the search engine was the analysis of the ’network of knowledge’. The PageRank algorithm, linking information on the web according to the hierarchy of ‘link popularity’, continues to provide the basis for all of Google's web search tools. While PageRank was developed by Larry Page and Sergey Brin in 1996 as part of a research project about a new kind of search engine, PageRank is in its essence the key to representing and using static knowledge in an emergent intelligent system. Here I argue that Alan Turing was right, as hybrid human-computer internet machines have already surpassed our individual intelligence - this was done around the year 2000 by the Internet - the socially-minded, human-computer hybrid Homo computabilis-socialis. Ironically, the Internet's intelligence also emerged to a large extent from ‘exploiting’ humans - the key to the emergence of machine intelligence has been discussed by Marvin Minsky in his work on the foundations of intelligence through interacting agents’ knowledge. As a consequence, a decade and a half decade into the 21st century, we appear to be much better equipped to tackle the problem of the social origins of humanity - in particular thanks to the power of the intelligent partner-in-the-quest machine, however, we should not wait too long...
Computer modeling and simulation of human movement. Applications in sport and rehabilitation.
Neptune, R R
2000-05-01
Computer modeling and simulation of human movement plays an increasingly important role in sport and rehabilitation, with applications ranging from sport equipment design to understanding pathologic gait. The complex dynamic interactions within the musculoskeletal and neuromuscular systems make analyzing human movement with existing experimental techniques difficult but computer modeling and simulation allows for the identification of these complex interactions and causal relationships between input and output variables. This article provides an overview of computer modeling and simulation and presents an example application in the field of rehabilitation.
The Human-Computer Interface and Information Literacy: Some Basics and Beyond.
ERIC Educational Resources Information Center
Church, Gary M.
1999-01-01
Discusses human/computer interaction research, human/computer interface, and their relationships to information literacy. Highlights include communication models; cognitive perspectives; task analysis; theory of action; problem solving; instructional design considerations; and a suggestion that human/information interface may be a more appropriate…
ERIC Educational Resources Information Center
Faiola, Anthony; Matei, Sorin Adam
2010-01-01
The evolution of human-computer interaction design (HCID) over the last 20 years suggests that there is a growing need for educational scholars to consider new and more applicable theoretical models of interactive product design. The authors suggest that such paradigms would call for an approach that would equip HCID students with a better…
ERIC Educational Resources Information Center
Brown, Abbie; Sugar, William
2004-01-01
A report on the efforts made to describe the range of human-computer interaction skills necessary to complete a program of study in Instructional Design Technology. Educators responsible for instructional media production courses have not yet articulated which among the wide range of possible interactions students must master for instructional…
Pfeiffer, Ulrich J; Schilbach, Leonhard; Timmermans, Bert; Kuzmanovic, Bojana; Georgescu, Alexandra L; Bente, Gary; Vogeley, Kai
2014-11-01
There is ample evidence that human primates strive for social contact and experience interactions with conspecifics as intrinsically rewarding. Focusing on gaze behavior as a crucial means of human interaction, this study employed a unique combination of neuroimaging, eye-tracking, and computer-animated virtual agents to assess the neural mechanisms underlying this component of behavior. In the interaction task, participants believed that during each interaction the agent's gaze behavior could either be controlled by another participant or by a computer program. Their task was to indicate whether they experienced a given interaction as an interaction with another human participant or the computer program based on the agent's reaction. Unbeknownst to them, the agent was always controlled by a computer to enable a systematic manipulation of gaze reactions by varying the degree to which the agent engaged in joint attention. This allowed creating a tool to distinguish neural activity underlying the subjective experience of being engaged in social and non-social interaction. In contrast to previous research, this allows measuring neural activity while participants experience active engagement in real-time social interactions. Results demonstrate that gaze-based interactions with a perceived human partner are associated with activity in the ventral striatum, a core component of reward-related neurocircuitry. In contrast, interactions with a computer-driven agent activate attention networks. Comparisons of neural activity during interaction with behaviorally naïve and explicitly cooperative partners demonstrate different temporal dynamics of the reward system and indicate that the mere experience of engagement in social interaction is sufficient to recruit this system. Copyright © 2014 Elsevier Inc. All rights reserved.
Kahler, Christopher W; Lechner, William J; MacGlashan, James; Wray, Tyler B; Littman, Michael L
2017-06-28
Computer-delivered interventions have been shown to be effective in reducing alcohol consumption in heavy drinking college students. However, these computer-delivered interventions rely on mouse, keyboard, or touchscreen responses for interactions between the users and the computer-delivered intervention. The principles of motivational interviewing suggest that in-person interventions may be effective, in part, because they encourage individuals to think through and speak aloud their motivations for changing a health behavior, which current computer-delivered interventions do not allow. The objective of this study was to take the initial steps toward development of a voice-based computer-delivered intervention that can ask open-ended questions and respond appropriately to users' verbal responses, more closely mirroring a human-delivered motivational intervention. We developed (1) a voice-based computer-delivered intervention that was run by a human controller and that allowed participants to speak their responses to scripted prompts delivered by speech generation software and (2) a text-based computer-delivered intervention that relied on the mouse, keyboard, and computer screen for all interactions. We randomized 60 heavy drinking college students to interact with the voice-based computer-delivered intervention and 30 to interact with the text-based computer-delivered intervention and compared their ratings of the systems as well as their motivation to change drinking and their drinking behavior at 1-month follow-up. Participants reported that the voice-based computer-delivered intervention engaged positively with them in the session and delivered content in a manner consistent with motivational interviewing principles. At 1-month follow-up, participants in the voice-based computer-delivered intervention condition reported significant decreases in quantity, frequency, and problems associated with drinking, and increased perceived importance of changing drinking behaviors. In comparison to the text-based computer-delivered intervention condition, those assigned to voice-based computer-delivered intervention reported significantly fewer alcohol-related problems at the 1-month follow-up (incident rate ratio 0.60, 95% CI 0.44-0.83, P=.002). The conditions did not differ significantly on perceived importance of changing drinking or on measures of drinking quantity and frequency of heavy drinking. Results indicate that it is feasible to construct a series of open-ended questions and a bank of responses and follow-up prompts that can be used in a future fully automated voice-based computer-delivered intervention that may mirror more closely human-delivered motivational interventions to reduce drinking. Such efforts will require using advanced speech recognition capabilities and machine-learning approaches to train a program to mirror the decisions made by human controllers in the voice-based computer-delivered intervention used in this study. In addition, future studies should examine enhancements that can increase the perceived warmth and empathy of voice-based computer-delivered intervention, possibly through greater personalization, improvements in the speech generation software, and embodying the computer-delivered intervention in a physical form. ©Christopher W Kahler, William J Lechner, James MacGlashan, Tyler B Wray, Michael L Littman. Originally published in JMIR Mental Health (http://mental.jmir.org), 28.06.2017.
Designers' models of the human-computer interface
NASA Technical Reports Server (NTRS)
Gillan, Douglas J.; Breedin, Sarah D.
1993-01-01
Understanding design models of the human-computer interface (HCI) may produce two types of benefits. First, interface development often requires input from two different types of experts: human factors specialists and software developers. Given the differences in their backgrounds and roles, human factors specialists and software developers may have different cognitive models of the HCI. Yet, they have to communicate about the interface as part of the design process. If they have different models, their interactions are likely to involve a certain amount of miscommunication. Second, the design process in general is likely to be guided by designers' cognitive models of the HCI, as well as by their knowledge of the user, tasks, and system. Designers do not start with a blank slate; rather they begin with a general model of the object they are designing. The author's approach to a design model of the HCI was to have three groups make judgments of categorical similarity about the components of an interface: human factors specialists with HCI design experience, software developers with HCI design experience, and a baseline group of computer users with no experience in HCI design. The components of the user interface included both display components such as windows, text, and graphics, and user interaction concepts, such as command language, editing, and help. The judgments of the three groups were analyzed using hierarchical cluster analysis and Pathfinder. These methods indicated, respectively, how the groups categorized the concepts, and network representations of the concepts for each group. The Pathfinder analysis provides greater information about local, pairwise relations among concepts, whereas the cluster analysis shows global, categorical relations to a greater extent.
The design of mobile robot control system for the aged and the disabled
NASA Astrophysics Data System (ADS)
Qiang, Wang; Lei, Shi; Xiang, Gao; Jin, Zhang
2017-01-01
This paper designs a control system of mobile robot for the aged and the disabled, which consists of two main parts: human-computer interaction and drive control module. The data of the two parts is transferred via universal asynchronous receiver/transmitter. In the former part, the speed and direction information of the mobile robot is obtained by hall joystick. In the latter part, the electronic differential algorithm is developed to implement the robot mobile function by driving two-wheel motors. In order to improve the comfort of the robot when speed or direction is changed, the least squares algorithm is used to optimize the speed characteristic curves of the two motors. Experimental results have verified the effectiveness of the designed system.
Toward Usable Interactive Analytics: Coupling Cognition and Computation
DOE Office of Scientific and Technical Information (OSTI.GOV)
Endert, Alexander; North, Chris; Chang, Remco
Interactive analytics provide users a myriad of computational means to aid in extracting meaningful information from large and complex datasets. Much prior work focuses either on advancing the capabilities of machine-centric approaches by the data mining and machine learning communities, or human-driven methods by the visualization and CHI communities. However, these methods do not yet support a true human-machine symbiotic relationship where users and machines work together collaboratively and adapt to each other to advance an interactive analytic process. In this paper we discuss some of the inherent issues, outlining what we believe are the steps toward usable interactive analyticsmore » that will ultimately increase the effectiveness for both humans and computers to produce insights.« less
NASA Astrophysics Data System (ADS)
Schieber, Marc H.
2016-07-01
Control of the human hand has been both difficult to understand scientifically and difficult to emulate technologically. The article by Santello and colleagues in the current issue of Physics of Life Reviews[1] highlights the accelerating pace of interaction between the neuroscience of controlling body movement and the engineering of robotic hands that can be used either autonomously or as part of a motor neuroprosthesis, an artificial body part that moves under control from a human subject's own nervous system. Motor neuroprostheses typically involve a brain-computer interface (BCI) that takes signals from the subject's nervous system or muscles, interprets those signals through a decoding algorithm, and then applies the resulting output to control the artificial device.
Parkinson Patients' Initial Trust in Avatars: Theory and Evidence.
Javor, Andrija; Ransmayr, Gerhard; Struhal, Walter; Riedl, René
2016-01-01
Parkinson's disease (PD) is a neurodegenerative disease that affects the motor system and cognitive and behavioral functions. Due to these impairments, PD patients also have problems in using the computer. However, using computers and the Internet could help these patients to overcome social isolation and enhance information search. Specifically, avatars (defined as virtual representations of humans) are increasingly used in online environments to enhance human-computer interaction by simulating face-to-face interaction. Our laboratory experiment investigated how PD patients behave in a trust game played with human and avatar counterparts, and we compared this behavior to the behavior of age, income, education and gender matched healthy controls. The results of our study show that PD patients trust avatar faces significantly more than human faces. Moreover, there was no significant difference between initial trust of PD patients and healthy controls in avatar faces, while PD patients trusted human faces significantly less than healthy controls. Our data suggests that PD patients' interaction with avatars may constitute an effective way of communication in situations in which trust is required (e.g., a physician recommends intake of medication). We discuss the implications of these results for several areas of human-computer interaction and neurological research.
Parkinson Patients’ Initial Trust in Avatars: Theory and Evidence
Javor, Andrija; Ransmayr, Gerhard; Struhal, Walter; Riedl, René
2016-01-01
Parkinson’s disease (PD) is a neurodegenerative disease that affects the motor system and cognitive and behavioral functions. Due to these impairments, PD patients also have problems in using the computer. However, using computers and the Internet could help these patients to overcome social isolation and enhance information search. Specifically, avatars (defined as virtual representations of humans) are increasingly used in online environments to enhance human-computer interaction by simulating face-to-face interaction. Our laboratory experiment investigated how PD patients behave in a trust game played with human and avatar counterparts, and we compared this behavior to the behavior of age, income, education and gender matched healthy controls. The results of our study show that PD patients trust avatar faces significantly more than human faces. Moreover, there was no significant difference between initial trust of PD patients and healthy controls in avatar faces, while PD patients trusted human faces significantly less than healthy controls. Our data suggests that PD patients’ interaction with avatars may constitute an effective way of communication in situations in which trust is required (e.g., a physician recommends intake of medication). We discuss the implications of these results for several areas of human-computer interaction and neurological research. PMID:27820864
Human-Computer Interaction in Smart Environments
Paravati, Gianluca; Gatteschi, Valentina
2015-01-01
Here, we provide an overview of the content of the Special Issue on “Human-computer interaction in smart environments”. The aim of this Special Issue is to highlight technologies and solutions encompassing the use of mass-market sensors in current and emerging applications for interacting with Smart Environments. Selected papers address this topic by analyzing different interaction modalities, including hand/body gestures, face recognition, gaze/eye tracking, biosignal analysis, speech and activity recognition, and related issues.
NASA Technical Reports Server (NTRS)
Talukder, Ashit; Morookian, John-Michael; Monacos, S.; Lam, R.; Lebaw, C.; Bond, A.
2004-01-01
Eyetracking is one of the latest technologies that has shown potential in several areas including human-computer interaction for people with and without disabilities, and for noninvasive monitoring, detection, and even diagnosis of physiological and neurological problems in individuals.
The experience of agency in human-computer interactions: a review
Limerick, Hannah; Coyle, David; Moore, James W.
2014-01-01
The sense of agency is the experience of controlling both one’s body and the external environment. Although the sense of agency has been studied extensively, there is a paucity of studies in applied “real-life” situations. One applied domain that seems highly relevant is human-computer-interaction (HCI), as an increasing number of our everyday agentive interactions involve technology. Indeed, HCI has long recognized the feeling of control as a key factor in how people experience interactions with technology. The aim of this review is to summarize and examine the possible links between sense of agency and understanding control in HCI. We explore the overlap between HCI and sense of agency for computer input modalities and system feedback, computer assistance, and joint actions between humans and computers. An overarching consideration is how agency research can inform HCI and vice versa. Finally, we discuss the potential ethical implications of personal responsibility in an ever-increasing society of technology users and intelligent machine interfaces. PMID:25191256
Symmetric Objects Become Special in Perception Because of Generic Computations in Neurons
Pramod, R. T.
2017-01-01
Symmetry is a salient visual property: It is easy to detect and influences perceptual phenomena from segmentation to recognition. Yet researchers know little about its neural basis. Using recordings from single neurons in monkey IT cortex, we asked whether symmetry—being an emergent property—induces nonlinear interactions between object parts. Remarkably, we found no such deviation: Whole-object responses were always the sum of responses to the object’s parts, regardless of symmetry. The only defining characteristic of symmetric objects was that they were more distinctive compared with asymmetric objects. This was a consequence of neurons preferring the same part across locations within an object. Just as mixing diverse paints produces a homogeneous overall color, adding heterogeneous parts within an asymmetric object renders it indistinct. In contrast, adding identical parts within a symmetric object renders it distinct. This distinctiveness systematically predicted human symmetry judgments, and it explains many previous observations about symmetry perception. Thus, symmetry becomes special in perception despite being driven by generic computations at the level of single neurons. PMID:29219748
Cognitive Architectures and Human-Computer Interaction. Introduction to Special Issue.
ERIC Educational Resources Information Center
Gray, Wayne D.; Young, Richard M.; Kirschenbaum, Susan S.
1997-01-01
In this introduction to a special issue on cognitive architectures and human-computer interaction (HCI), editors and contributors provide a brief overview of cognitive architectures. The following four architectures represented by articles in this issue are: Soar; LICAI (linked model of comprehension-based action planning and instruction taking);…
Factors Influencing Adoption of Ubiquitous Internet amongst Students
ERIC Educational Resources Information Center
Juned, Mohammad; Adil, Mohd
2015-01-01
Weiser's (1991) conceptualisation of a world wherein human's interaction with computer technology would no longer be limited to conventional input and output devices, has now been translated into a reality with human's constant interaction with multiple interconnected computers and sensors embedded in rooms, furniture, clothes, tools, and other…
Using Interactive Computer to Communicate Scientific Information.
ERIC Educational Resources Information Center
Selnow, Gary W.
1988-01-01
Asks whether the computer is another channel of communication, if its interactive qualities make it an information source, or if it is an undefined hybrid. Concludes that computers are neither the medium nor the source but will in the future provide the possibility of a sophisticated interaction between human intelligence and artificial…
The human factors of workstation telepresence
NASA Technical Reports Server (NTRS)
Smith, Thomas J.; Smith, Karl U.
1990-01-01
The term workstation telepresence has been introduced to describe human-telerobot compliance, which enables the human operator to effectively project his/her body image and behavioral skills to control of the telerobot itself. Major human-factors considerations for establishing high fidelity workstation telepresence during human-telerobot operation are discussed. Telerobot workstation telepresence is defined by the proficiency and skill with which the operator is able to control sensory feedback from direct interaction with the workstation itself, and from workstation-mediated interaction with the telerobot. Numerous conditions influencing such control have been identified. This raises the question as to what specific factors most critically influence the realization of high fidelity workstation telepresence. The thesis advanced here is that perturbations in sensory feedback represent a major source of variability in human performance during interactive telerobot operation. Perturbed sensory feedback research over the past three decades has established that spatial transformations or temporal delays in sensory feedback engender substantial decrements in interactive task performance, which training does not completely overcome. A recently developed social cybernetic model of human-computer interaction can be used to guide this approach, based on computer-mediated tracking and control of sensory feedback. How the social cybernetic model can be employed for evaluating the various modes, patterns, and integrations of interpersonal, team, and human-computer interactions which play a central role is workstation telepresence are discussed.
Anderson, Thomas G.
2004-12-21
The present invention provides a method of human-computer interfacing. Force feedback allows intuitive navigation and control near a boundary between regions in a computer-represented space. For example, the method allows a user to interact with a virtual craft, then push through the windshield of the craft to interact with the virtual world surrounding the craft. As another example, the method allows a user to feel transitions between different control domains of a computer representation of a space. The method can provide for force feedback that increases as a user's locus of interaction moves near a boundary, then perceptibly changes (e.g., abruptly drops or changes direction) when the boundary is traversed.
Human agency beliefs influence behaviour during virtual social interactions.
Caruana, Nathan; Spirou, Dean; Brock, Jon
2017-01-01
In recent years, with the emergence of relatively inexpensive and accessible virtual reality technologies, it is now possible to deliver compelling and realistic simulations of human-to-human interaction. Neuroimaging studies have shown that, when participants believe they are interacting via a virtual interface with another human agent, they show different patterns of brain activity compared to when they know that their virtual partner is computer-controlled. The suggestion is that users adopt an "intentional stance" by attributing mental states to their virtual partner. However, it remains unclear how beliefs in the agency of a virtual partner influence participants' behaviour and subjective experience of the interaction. We investigated this issue in the context of a cooperative "joint attention" game in which participants interacted via an eye tracker with a virtual onscreen partner, directing each other's eye gaze to different screen locations. Half of the participants were correctly informed that their partner was controlled by a computer algorithm ("Computer" condition). The other half were misled into believing that the virtual character was controlled by a second participant in another room ("Human" condition). Those in the "Human" condition were slower to make eye contact with their partner and more likely to try and guide their partner before they had established mutual eye contact than participants in the "Computer" condition. They also responded more rapidly when their partner was guiding them, although the same effect was also found for a control condition in which they responded to an arrow cue. Results confirm the influence of human agency beliefs on behaviour in this virtual social interaction context. They further suggest that researchers and developers attempting to simulate social interactions should consider the impact of agency beliefs on user experience in other social contexts, and their effect on the achievement of the application's goals.
Harnessing the Power of Interactivity for Instruction.
ERIC Educational Resources Information Center
Borsook, Terry K.
Arguing that what sets the computer apart from all other teaching devices is its potential for interactivity, this paper examines the concept of interactivity and explores ways in which its power can be harnessed and put to work. A discussion of interactivity in human-to-human communication sets a context within which to view human/computer…
The Changing Face of Human-Computer Interaction in the Age of Ubiquitous Computing
NASA Astrophysics Data System (ADS)
Rogers, Yvonne
HCI is reinventing itself. No longer only about being user-centered, it has set its sights on pastures new, embracing a much broader and far-reaching set of interests. From emotional, eco-friendly, embodied experiences to context, constructivism and culture, HCI research is changing apace: from what it looks at, the lenses it uses and what it has to offer. Part of this is as a reaction to what is happening in the world; ubiquitous technologies are proliferating and transforming how we live our lives. We are becoming more connected and more dependent on technology. The home, the crèche, outdoors, public places and even the human body are now being experimented with as potential places to embed computational devices, even to the extent of invading previously private and taboo aspects of our lives. In this paper, I examine the diversity of lifestyle and technological transformations in our midst and outline some 'difficult' questions these raise together with alternative directions for HCI research and practice.
Activating Humans with Humor——A Dialogue System That Users Want to Interact with
NASA Astrophysics Data System (ADS)
Dybala, Pawel; Ptaszynski, Michal; Rzepka, Rafal; Araki, Kenji
The topic of Human Computer Interaction (HCI) has been gathering more and more scientific attention of late. A very important, but often undervalued area in this field is human engagement. That is, a person's commitment to take part in and continue the interaction. In this paper we describe work on a humor-equipped casual conversational system (chatterbot) and investigate the effect of humor on a user's engagement in the conversation. A group of users was made to converse with two systems: one with and one without humor. The chat logs were then analyzed using an emotive analysis system to check user reactions and attitudes towards each system. Results were projected on Russell's two-dimensional emotiveness space to evaluate the positivity/negativity and activation/deactivation of these emotions. This analysis indicated emotions elicited by the humor-equipped system were more positively active and less negatively active than by the system without humor. The implications of results and relation between them and user engagement in the conversation are discussed. We also propose a distinction between positive and negative engagement.
A Framework and Implementation of User Interface and Human-Computer Interaction Instruction
ERIC Educational Resources Information Center
Peslak, Alan
2005-01-01
Researchers have suggested that up to 50 % of the effort in development of information systems is devoted to user interface development (Douglas, Tremaine, Leventhal, Wills, & Manaris, 2002; Myers & Rosson, 1992). Yet little study has been performed on the inclusion of important interface and human-computer interaction topics into a current…
A Project-Based Learning Setting to Human-Computer Interaction for Teenagers
ERIC Educational Resources Information Center
Geyer, Cornelia; Geisler, Stefan
2012-01-01
Knowledge of fundamentals of human-computer interaction resp. usability engineering is getting more and more important in technical domains. However this interdisciplinary field of work and corresponding degree programs are not broadly known. Therefore at the Hochschule Ruhr West, University of Applied Sciences, a program was developed to give…
Semiautomatic tumor segmentation with multimodal images in a conditional random field framework.
Hu, Yu-Chi; Grossberg, Michael; Mageras, Gikas
2016-04-01
Volumetric medical images of a single subject can be acquired using different imaging modalities, such as computed tomography, magnetic resonance imaging (MRI), and positron emission tomography. In this work, we present a semiautomatic segmentation algorithm that can leverage the synergies between different image modalities while integrating interactive human guidance. The algorithm provides a statistical segmentation framework partly automating the segmentation task while still maintaining critical human oversight. The statistical models presented are trained interactively using simple brush strokes to indicate tumor and nontumor tissues and using intermediate results within a patient's image study. To accomplish the segmentation, we construct the energy function in the conditional random field (CRF) framework. For each slice, the energy function is set using the estimated probabilities from both user brush stroke data and prior approved segmented slices within a patient study. The progressive segmentation is obtained using a graph-cut-based minimization. Although no similar semiautomated algorithm is currently available, we evaluated our method with an MRI data set from Medical Image Computing and Computer Assisted Intervention Society multimodal brain segmentation challenge (BRATS 2012 and 2013) against a similar fully automatic method based on CRF and a semiautomatic method based on grow-cut, and our method shows superior performance.
Real-Time Hand Posture Recognition Using a Range Camera
NASA Astrophysics Data System (ADS)
Lahamy, Herve
The basic goal of human computer interaction is to improve the interaction between users and computers by making computers more usable and receptive to the user's needs. Within this context, the use of hand postures in replacement of traditional devices such as keyboards, mice and joysticks is being explored by many researchers. The goal is to interpret human postures via mathematical algorithms. Hand posture recognition has gained popularity in recent years, and could become the future tool for humans to interact with computers or virtual environments. An exhaustive description of the frequently used methods available in literature for hand posture recognition is provided. It focuses on the different types of sensors and data used, the segmentation and tracking methods, the features used to represent the hand postures as well as the classifiers considered in the recognition process. Those methods are usually presented as highly robust with a recognition rate close to 100%. However, a couple of critical points necessary for a successful real-time hand posture recognition system require major improvement. Those points include the features used to represent the hand segment, the number of postures simultaneously recognizable, the invariance of the features with respect to rotation, translation and scale and also the behavior of the classifiers against non-perfect hand segments for example segments including part of the arm or missing part of the palm. A 3D time-of-flight camera named SR4000 has been chosen to develop a new methodology because of its capability to provide in real-time and at high frame rate 3D information on the scene imaged. This sensor has been described and evaluated for its capability for capturing in real-time a moving hand. A new recognition method that uses the 3D information provided by the range camera to recognize hand postures has been proposed. The different steps of this methodology including the segmentation, the tracking, the hand modeling and finally the recognition process have been described and evaluated extensively. In addition, the performance of this method has been analyzed against several existing hand posture recognition techniques found in literature. The proposed system is able to recognize with an overall recognition rate of 98% and in real-time 18 out the 33 postures of the American sign language alphabet. This recognition is translation, rotation and scale invariant.
Reciprocity in computer-human interaction: source-based, norm-based, and affect-based explanations.
Lee, Seungcheol Austin; Liang, Yuhua Jake
2015-04-01
Individuals often apply social rules when they interact with computers, and this is known as the Computers Are Social Actors (CASA) effect. Following previous work, one approach to understand the mechanism responsible for CASA is to utilize computer agents and have the agents attempt to gain human compliance (e.g., completing a pattern recognition task). The current study focuses on three key factors frequently cited to influence traditional notions of compliance: evaluations toward the source (competence and warmth), normative influence (reciprocity), and affective influence (mood). Structural equation modeling assessed the effects of these factors on human compliance with computer request. The final model shows that norm-based influence (reciprocity) increased the likelihood of compliance, while evaluations toward the computer agent did not significantly influence compliance.
ERIC Educational Resources Information Center
Carter, Elizabeth J.; Williams, Diane L.; Hodgins, Jessica K.; Lehman, Jill F.
2014-01-01
Few direct comparisons have been made between the responsiveness of children with autism to computer-generated or animated characters and their responsiveness to humans. Twelve 4-to 8-year-old children with autism interacted with a human therapist; a human-controlled, interactive avatar in a theme park; a human actor speaking like the avatar; and…
The Motor System: The Whole and its Parts
Otten, E.
2001-01-01
Our knowledge of components of the human motor system has been growing steadily, but our understanding of its integration into a system is lagging behind. It is suggested that a combination of measurements of forces and movements of the motor system in a functionally meaningful environment in conjunction with computer simulations of the motor system may help us in understanding motor system properties. Neurotrauma can be seen as a natural deviation, with recovery as a slow path to yet another deviant state of the motor system. In that form they may be useful in explaining the close interaction between form and function of the human motor system. PMID:11530882
Almost human: Anthropomorphism increases trust resilience in cognitive agents.
de Visser, Ewart J; Monfort, Samuel S; McKendrick, Ryan; Smith, Melissa A B; McKnight, Patrick E; Krueger, Frank; Parasuraman, Raja
2016-09-01
We interact daily with computers that appear and behave like humans. Some researchers propose that people apply the same social norms to computers as they do to humans, suggesting that social psychological knowledge can be applied to our interactions with computers. In contrast, theories of human–automation interaction postulate that humans respond to machines in unique and specific ways. We believe that anthropomorphism—the degree to which an agent exhibits human characteristics—is the critical variable that may resolve this apparent contradiction across the formation, violation, and repair stages of trust. Three experiments were designed to examine these opposing viewpoints by varying the appearance and behavior of automated agents. Participants received advice that deteriorated gradually in reliability from a computer, avatar, or human agent. Our results showed (a) that anthropomorphic agents were associated with greater trust resilience , a higher resistance to breakdowns in trust; (b) that these effects were magnified by greater uncertainty; and c) that incorporating human-like trust repair behavior largely erased differences between the agents. Automation anthropomorphism is therefore a critical variable that should be carefully incorporated into any general theory of human–agent trust as well as novel automation design. PsycINFO Database Record (c) 2016 APA, all rights reserved
Information visualization: Beyond traditional engineering
NASA Technical Reports Server (NTRS)
Thomas, James J.
1995-01-01
This presentation addresses a different aspect of the human-computer interface; specifically the human-information interface. This interface will be dominated by an emerging technology called Information Visualization (IV). IV goes beyond the traditional views of computer graphics, CADS, and enables new approaches for engineering. IV specifically must visualize text, documents, sound, images, and video in such a way that the human can rapidly interact with and understand the content structure of information entities. IV is the interactive visual interface between humans and their information resources.
Lenior, O N M
2012-01-01
The challenges put on large baggage systems by airports can be summarized as: handling a high number of bags in a short period of time, in a limited space, with all sorts of disruptions, whilst complying with stringent regulation upon security, sustainability and health and safety. The aim of this company case study is to show in the different project phases--as indicated in the system ergonomic approach--how the human factors specialist can play a major part in tackling these challenges. By describing different projects in terms of scope, organization, human factors topics covered, phases and lessons learned, the importance of Human-Computer Interaction, automation as well as manual handling and work organization in baggage is addressed.
Low-Dimensional Models for Physiological Systems: Nonlinear Coupling of Gas and Liquid Flows
NASA Astrophysics Data System (ADS)
Staples, A. E.; Oran, E. S.; Boris, J. P.; Kailasanath, K.
2006-11-01
Current computational models of biological organisms focus on the details of a specific component of the organism. For example, very detailed models of the human heart, an aorta, a vein, or part of the respiratory or digestive system, are considered either independently from the rest of the body, or as interacting simply with other systems and components in the body. In actual biological organisms, these components and systems are strongly coupled and interact in complex, nonlinear ways leading to complicated global behavior. Here we describe a low-order computational model of two physiological systems, based loosely on a circulatory and respiratory system. Each system is represented as a one-dimensional fluid system with an interconnected series of mass sources, pumps, valves, and other network components, as appropriate, representing different physical organs and system components. Preliminary results from a first version of this model system are presented.
Suggested Approaches to the Measurement of Computer Anxiety.
ERIC Educational Resources Information Center
Toris, Carol
Psychologists can gain insight into human behavior by examining what people feel about, know about, and do with, computers. Two extreme reactions to computers are computer phobia, or anxiety, and computer addiction, or "hacking". A four-part questionnaire was developed to measure computer anxiety. The first part is a projective technique which…
Human-computer interaction: psychological aspects of the human use of computing.
Olson, Gary M; Olson, Judith S
2003-01-01
Human-computer interaction (HCI) is a multidisciplinary field in which psychology and other social sciences unite with computer science and related technical fields with the goal of making computing systems that are both useful and usable. It is a blend of applied and basic research, both drawing from psychological research and contributing new ideas to it. New technologies continuously challenge HCI researchers with new options, as do the demands of new audiences and uses. A variety of usability methods have been developed that draw upon psychological principles. HCI research has expanded beyond its roots in the cognitive processes of individual users to include social and organizational processes involved in computer usage in real environments as well as the use of computers in collaboration. HCI researchers need to be mindful of the longer-term changes brought about by the use of computing in a variety of venues.
Portable tongue-supported human computer interaction system design and implementation.
Quain, Rohan; Khan, Masood Mehmood
2014-01-01
Tongue supported human-computer interaction (TSHCI) systems can help critically ill patients interact with both computers and people. These systems can be particularly useful for patients suffering injuries above C7 on their spinal vertebrae. Despite recent successes in their application, several limitations restrict performance of existing TSHCI systems and discourage their use in real life situations. This paper proposes a low-cost, less-intrusive, portable and easy to use design for implementing a TSHCI system. Two applications of the proposed system are reported. Design considerations and performance of the proposed system are also presented.
Brain-Computer Interfaces: A Neuroscience Paradigm of Social Interaction? A Matter of Perspective
Mattout, Jérémie
2012-01-01
A number of recent studies have put human subjects in true social interactions, with the aim of better identifying the psychophysiological processes underlying social cognition. Interestingly, this emerging Neuroscience of Social Interactions (NSI) field brings up challenges which resemble important ones in the field of Brain-Computer Interfaces (BCI). Importantly, these challenges go beyond common objectives such as the eventual use of BCI and NSI protocols in the clinical domain or common interests pertaining to the use of online neurophysiological techniques and algorithms. Common fundamental challenges are now apparent and one can argue that a crucial one is to develop computational models of brain processes relevant to human interactions with an adaptive agent, whether human or artificial. Coupled with neuroimaging data, such models have proved promising in revealing the neural basis and mental processes behind social interactions. Similar models could help BCI to move from well-performing but offline static machines to reliable online adaptive agents. This emphasizes a social perspective to BCI, which is not limited to a computational challenge but extends to all questions that arise when studying the brain in interaction with its environment. PMID:22675291
Human computer confluence applied in healthcare and rehabilitation.
Viaud-Delmon, Isabelle; Gaggioli, Andrea; Ferscha, Alois; Dunne, Stephen
2012-01-01
Human computer confluence (HCC) is an ambitious research program studying how the emerging symbiotic relation between humans and computing devices can enable radically new forms of sensing, perception, interaction, and understanding. It is an interdisciplinary field, bringing together researches from horizons as various as pervasive computing, bio-signals processing, neuroscience, electronics, robotics, virtual & augmented reality, and provides an amazing potential for applications in medicine and rehabilitation.
NASA Technical Reports Server (NTRS)
Adams, Richard J.; Olowin, Aaron; Krepkovich, Eileen; Hannaford, Blake; Lindsay, Jack I. C.; Homer, Peter; Patrie, James T.; Sands, O. Scott
2013-01-01
The Glove-Enabled Computer Operations (GECO) system enables an extravehicular activity (EVA) glove to be dual-purposed as a human-computer interface device. This paper describes the design and human participant testing of a right-handed GECO glove in a pressurized glove box. As part of an investigation into the usability of the GECO system for EVA data entry, twenty participants were asked to complete activities including (1) a Simon Says Games in which they attempted to duplicate random sequences of targeted finger strikes and (2) a Text Entry activity in which they used the GECO glove to enter target phrases in two different virtual keyboard modes. In a within-subjects design, both activities were performed both with and without vibrotactile feedback. Participants' mean accuracies in correctly generating finger strikes with the pressurized glove were surprisingly high, both with and without the benefit of tactile feedback. Five of the subjects achieved mean accuracies exceeding 99% in both conditions. In Text Entry, tactile feedback provided a statistically significant performance benefit, quantified by characters entered per minute, as well as reduction in error rate. Secondary analyses of responses to a NASA Task Loader Index (TLX) subjective workload assessments reveal a benefit for tactile feedback in GECO glove use for data entry. This first-ever investigation of employment of a pressurized EVA glove for human-computer interface opens up a wide range of future applications, including text "chat" communications, manipulation of procedures/checklists, cataloguing/annotating images, scientific note taking, human-robot interaction, and control of suit and/or other EVA systems.
NASA Technical Reports Server (NTRS)
Adams, Richard J.; Olowin, Aaron; Krepkovich, Eileen; Hannaford, Blake; Lindsay, Jack I. C.; Homer, Peter; Patrie, James T.; Sands, O. Scott
2013-01-01
The Glove-Enabled Computer Operations (GECO) system enables an extravehicular activity (EVA) glove to be dual-purposed as a human-computer interface device. This paper describes the design and human participant testing of a right-handed GECO glove in a pressurized glove box. As part of an investigation into the usability of the GECO system for EVA data entry, twenty participants were asked to complete activities including (1) a Simon Says Games in which they attempted to duplicate random sequences of targeted finger strikes and (2) a Text Entry activity in which they used the GECO glove to enter target phrases in two different virtual keyboard modes. In a within-subjects design, both activities were performed both with and without vibrotactile feedback. Participants mean accuracies in correctly generating finger strikes with the pressurized glove were surprisingly high, both with and without the benefit of tactile feedback. Five of the subjects achieved mean accuracies exceeding 99 in both conditions. In Text Entry, tactile feedback provided a statistically significant performance benefit, quantified by characters entered per minute, as well as reduction in error rate. Secondary analyses of responses to a NASA Task Loader Index (TLX) subjective workload assessments reveal a benefit for tactile feedback in GECO glove use for data entry. This first-ever investigation of employment of a pressurized EVA glove for human-computer interface opens up a wide range of future applications, including text chat communications, manipulation of procedureschecklists, cataloguingannotating images, scientific note taking, human-robot interaction, and control of suit andor other EVA systems.
Automatic scanning and measuring using POLLY
DOE Office of Scientific and Technical Information (OSTI.GOV)
Fields, T.
1993-07-01
The HPD and PEPR automatic measuring systems, which have been described by B. Powell and I. Pless at this conference, were developed in the 1960`s to be used for what would now be called {open_quotes}batch processing.{close_quotes} That is, an entire reel of bubble chamber film containing interesting events whose tracks had been rough-digitized would be processed in an extended run by a dedicated computer/precision digitizer hardware system, with no human intervention. Then, at a later time, events for which the precision measurement did not appear to be successful would be handled with some type of {open_quotes}fixup{close_quotes} station or process. Bymore » contrast, the POLLY system included from the start, not only a computer and a precision CRT measuring device, but also a human operator who could have convenient two-way interactions with the computer and could also view the picture directly. Inclusion of a human as a key part of the system had some important beneficial effects, as has been described in the original papers. In this note the author summarizes those effects, and also points out connections between the POLLY system philosophy and subsequent developments in both high energy physics data analysis and computing systems.« less
Fung, David C Y; Wilkins, Marc R; Hart, David; Hong, Seok-Hee
2010-07-01
The force-directed layout is commonly used in computer-generated visualizations of protein-protein interaction networks. While it is good for providing a visual outline of the protein complexes and their interactions, it has two limitations when used as a visual analysis method. The first is poor reproducibility. Repeated running of the algorithm does not necessarily generate the same layout, therefore, demanding cognitive readaptation on the investigator's part. The second limitation is that it does not explicitly display complementary biological information, e.g. Gene Ontology, other than the protein names or gene symbols. Here, we present an alternative layout called the clustered circular layout. Using the human DNA replication protein-protein interaction network as a case study, we compared the two network layouts for their merits and limitations in supporting visual analysis.
Creative Practical Use of Digital Media in Early Childhood Education, Parts 1 & 2.
ERIC Educational Resources Information Center
Chiba, Takeo; Kanou, Akira; Matsuda, Sohei; Izhara, Dai; Ishigahki, Emiko
1997-01-01
Discusses the creative use of television broadcasts, computers for interactive play, electronic instruments for musical expression, and interactive books in Japanese early childhood education. Considers how television can be used more effectively and how computers enhance interaction between children, describes how electronic instruments during…
NASA Astrophysics Data System (ADS)
Barrett, Christopher L.; Bisset, Keith; Chen, Jiangzhuo; Eubank, Stephen; Lewis, Bryan; Kumar, V. S. Anil; Marathe, Madhav V.; Mortveit, Henning S.
Human behavior, social networks, and the civil infrastructures are closely intertwined. Understanding their co-evolution is critical for designing public policies and decision support for disaster planning. For example, human behaviors and day to day activities of individuals create dense social interactions that are characteristic of modern urban societies. These dense social networks provide a perfect fabric for fast, uncontrolled disease propagation. Conversely, people’s behavior in response to public policies and their perception of how the crisis is unfolding as a result of disease outbreak can dramatically alter the normally stable social interactions. Effective planning and response strategies must take these complicated interactions into account. In this chapter, we describe a computer simulation based approach to study these issues using public health and computational epidemiology as an illustrative example. We also formulate game-theoretic and stochastic optimization problems that capture many of the problems that we study empirically.
Social robots as embedded reinforcers of social behavior in children with autism.
Kim, Elizabeth S; Berkovits, Lauren D; Bernier, Emily P; Leyzberg, Dan; Shic, Frederick; Paul, Rhea; Scassellati, Brian
2013-05-01
In this study we examined the social behaviors of 4- to 12-year-old children with autism spectrum disorders (ASD; N = 24) during three tradic interactions with an adult confederate and an interaction partner, where the interaction partner varied randomly among (1) another adult human, (2) a touchscreen computer game, and (3) a social dinosaur robot. Children spoke more in general, and directed more speech to the adult confederate, when the interaction partner was a robot, as compared to a human or computer game interaction partner. Children spoke as much to the robot as to the adult interaction partner. This study provides the largest demonstration of social human-robot interaction in children with autism to date. Our findings suggest that social robots may be developed into useful tools for social skills and communication therapies, specifically by embedding social interaction into intrinsic reinforcers and motivators.
ERIC Educational Resources Information Center
Siler, Stephanie Ann; VanLehn, Kurt
2009-01-01
Face-to-face (FTF) human-human tutoring has ranked among the most effective forms of instruction. However, because computer-mediated (CM) tutoring is becoming increasingly common, it is instructive to evaluate its effectiveness relative to face-to-face tutoring. Does the lack of spoken, face-to-face interaction affect learning gains and…
ERIC Educational Resources Information Center
Tsai, Yueh-Feng; Kaufman, David
2014-01-01
Previous research by Tsai and Kaufman (2010a, 2010b) has suggested that computer-simulated virtual pet dogs can be used as a potential medium to enhance children's development of empathy and humane attitudes toward animals. To gain a deeper understanding of how and why interacting with a virtual pet dog might influence children's social and…
The study of early human embryos using interactive 3-dimensional computer reconstructions.
Scarborough, J; Aiton, J F; McLachlan, J C; Smart, S D; Whiten, S C
1997-07-01
Tracings of serial histological sections from 4 human embryos at different Carnegie stages were used to create 3-dimensional (3D) computer models of the developing heart. The models were constructed using commercially available software developed for graphic design and the production of computer generated virtual reality environments. They are available as interactive objects which can be downloaded via the World Wide Web. This simple method of 3D reconstruction offers significant advantages for understanding important events in morphological sciences.
ERIC Educational Resources Information Center
Johnston, Kevin McCullough
2001-01-01
Considers the design of corporate communications for electronic business and discusses the increasing importance of corporate interaction as companies work in virtual environments. Compares sociological and psychological theories of human interaction and relationship formation with organizational interaction theories of corporate relationship…
Prediction and redesign of protein–protein interactions
Lua, Rhonald C.; Marciano, David C.; Katsonis, Panagiotis; Adikesavan, Anbu K.; Wilkins, Angela D.; Lichtarge, Olivier
2014-01-01
Understanding the molecular basis of protein function remains a central goal of biology, with the hope to elucidate the role of human genes in health and in disease, and to rationally design therapies through targeted molecular perturbations. We review here some of the computational techniques and resources available for characterizing a critical aspect of protein function – those mediated by protein–protein interactions (PPI). We describe several applications and recent successes of the Evolutionary Trace (ET) in identifying molecular events and shapes that underlie protein function and specificity in both eukaryotes and prokaryotes. ET is a part of analytical approaches based on the successes and failures of evolution that enable the rational control of PPI. PMID:24878423
Intelligent control system based on ARM for lithography tool
NASA Astrophysics Data System (ADS)
Chen, Changlong; Tang, Xiaoping; Hu, Song; Wang, Nan
2014-08-01
The control system of traditional lithography tool is based on PC and MCU. The PC handles the complex algorithm, human-computer interaction, and communicates with MCU via serial port; The MCU controls motors and electromagnetic valves, etc. This mode has shortcomings like big volume, high power consumption, and wasting of PC resource. In this paper, an embedded intelligent control system of lithography tool, based on ARM, is provided. The control system used S5PV210 as processor, completing the functions of PC in traditional lithography tool, and provided a good human-computer interaction by using LCD and capacitive touch screen. Using Android4.0.3 as operating system, the equipment provided a cool and easy UI which made the control more user-friendly, and implemented remote control and debug, pushing video information of product by network programming. As a result, it's convenient for equipment vendor to provide technical support for users. Finally, compared with traditional lithography tool, this design reduced the PC part, making the hardware resources efficiently used and reducing the cost and volume. Introducing embedded OS and the concepts in "The Internet of things" into the design of lithography tool can be a development trend.
ERIC Educational Resources Information Center
Neumann, David L.
2010-01-01
Interactive computer-based simulations have been applied in several contexts to teach statistical concepts in university level courses. In this report, the use of interactive simulations as part of summative assessment in a statistics course is described. Students accessed the simulations via the web and completed questions relating to the…
Leveraging Human Insights by Combining Multi-Objective Optimization with Interactive Evolution
2015-03-26
application, a program that used human selections to guide the evolution of insect -like images. He was able to demonstrate that humans provide key insights...LEVERAGING HUMAN INSIGHTS BY COMBINING MULTI-OBJECTIVE OPTIMIZATION WITH INTERACTIVE EVOLUTION THESIS Joshua R. Christman, Second Lieutenant, USAF...COMBINING MULTI-OBJECTIVE OPTIMIZATION WITH INTERACTIVE EVOLUTION THESIS Presented to the Faculty Department of Electrical and Computer Engineering
Human Factors in Automated and Robotic Space Systems: Proceedings of a symposium. Part 1
NASA Technical Reports Server (NTRS)
Sheridan, Thomas B. (Editor); Kruser, Dana S. (Editor); Deutsch, Stanley (Editor)
1987-01-01
Human factors research likely to produce results applicable to the development of a NASA space station is discussed. The particular sessions covered in Part 1 include: (1) system productivity -- people and machines; (2) expert systems and their use; (3) language and displays for human-computer communication; and (4) computer aided monitoring and decision making. Papers from each subject area are reproduced and the discussions from each area are summarized.
Rethinking Visual Analytics for Streaming Data Applications
DOE Office of Scientific and Technical Information (OSTI.GOV)
Crouser, R. Jordan; Franklin, Lyndsey; Cook, Kris
In the age of data science, the use of interactive information visualization techniques has become increasingly ubiquitous. From online scientific journals to the New York Times graphics desk, the utility of interactive visualization for both storytelling and analysis has become ever more apparent. As these techniques have become more readily accessible, the appeal of combining interactive visualization with computational analysis continues to grow. Arising out of a need for scalable, human-driven analysis, primary objective of visual analytics systems is to capitalize on the complementary strengths of human and machine analysis, using interactive visualization as a medium for communication between themore » two. These systems leverage developments from the fields of information visualization, computer graphics, machine learning, and human-computer interaction to support insight generation in areas where purely computational analyses fall short. Over the past decade, visual analytics systems have generated remarkable advances in many historically challenging analytical contexts. These include areas such as modeling political systems [Crouser et al. 2012], detecting financial fraud [Chang et al. 2008], and cybersecurity [Harrison et al. 2012]. In each of these contexts, domain expertise and human intuition is a necessary component of the analysis. This intuition is essential to building trust in the analytical products, as well as supporting the translation of evidence into actionable insight. In addition, each of these examples also highlights the need for scalable analysis. In each case, it is infeasible for a human analyst to manually assess the raw information unaided, and the communication overhead to divide the task between a large number of analysts makes simple parallelism intractable. Regardless of the domain, visual analytics tools strive to optimize the allocation of human analytical resources, and to streamline the sensemaking process on data that is massive, complex, incomplete, and uncertain in scenarios requiring human judgment.« less
Practice and Personhood in Professional Interaction: Social Identities and Information Needs.
ERIC Educational Resources Information Center
Mokros, Hartmut B.; And Others
1995-01-01
Explores the human aspect of information retrieval by examining the behavior and pronoun use of librarians in the course of communicating with patrons during online computer search interactions. Compares two studies on the conduct of librarians as intermediaries in naturally occurring online computer search interactions. (JMV)
Au, Jessie L-S; Yeung, Bertrand Z; Wientjes, Michael G; Lu, Ze; Wientjes, M Guillaume
2016-02-01
Advances in molecular medicine have led to identification of worthy cellular and molecular targets located in extracellular and intracellular compartments. Effectiveness of cancer therapeutics is limited in part by inadequate delivery and transport in tumor interstitium. Parts I and II of this report give an overview on the kinetic processes in delivering therapeutics to their intended targets, the transport barriers in tumor microenvironment and extracellular matrix (TME/ECM), and the experimental approaches to overcome such barriers. Part III discusses new concepts and findings concerning nanoparticle-biocorona complex, including the effects of TME/ECM. Part IV outlines the challenges in animal-to-human translation of cancer nanotherapeutics. Part V provides an overview of the background, current status, and the roles of TME/ECM in immune checkpoint inhibition therapy, the newest cancer treatment modality. Part VI outlines the development and use of multiscale computational modeling to capture the unavoidable tumor heterogeneities, the multiple nonlinear kinetic processes including interstitial and transvascular transport and interactions between cancer therapeutics and TME/ECM, in order to predict the in vivo tumor spatiokinetics of a therapeutic based on experimental in vitro biointerfacial interaction data. Part VII provides perspectives on translational research using quantitative systems pharmacology approaches. Copyright © 2015 Elsevier B.V. All rights reserved.
Modeling Cross-Situational Word–Referent Learning: Prior Questions
Yu, Chen; Smith, Linda B.
2013-01-01
Both adults and young children possess powerful statistical computation capabilities—they can infer the referent of a word from highly ambiguous contexts involving many words and many referents by aggregating cross-situational statistical information across contexts. This ability has been explained by models of hypothesis testing and by models of associative learning. This article describes a series of simulation studies and analyses designed to understand the different learning mechanisms posited by the 2 classes of models and their relation to each other. Variants of a hypothesis-testing model and a simple or dumb associative mechanism were examined under different specifications of information selection, computation, and decision. Critically, these 3 components of the models interact in complex ways. The models illustrate a fundamental tradeoff between amount of data input and powerful computations: With the selection of more information, dumb associative models can mimic the powerful learning that is accomplished by hypothesis-testing models with fewer data. However, because of the interactions among the component parts of the models, the associative model can mimic various hypothesis-testing models, producing the same learning patterns but through different internal components. The simulations argue for the importance of a compositional approach to human statistical learning: the experimental decomposition of the processes that contribute to statistical learning in human learners and models with the internal components that can be evaluated independently and together. PMID:22229490
Pilot interaction with automated airborne decision making systems
NASA Technical Reports Server (NTRS)
Rouse, W. B.; Chu, Y. Y.; Greenstein, J. S.; Walden, R. S.
1976-01-01
An investigation was made of interaction between a human pilot and automated on-board decision making systems. Research was initiated on the topic of pilot problem solving in automated and semi-automated flight management systems and attempts were made to develop a model of human decision making in a multi-task situation. A study was made of allocation of responsibility between human and computer, and discussed were various pilot performance parameters with varying degrees of automation. Optimal allocation of responsibility between human and computer was considered and some theoretical results found in the literature were presented. The pilot as a problem solver was discussed. Finally the design of displays, controls, procedures, and computer aids for problem solving tasks in automated and semi-automated systems was considered.
Overview Electrotactile Feedback for Enhancing Human Computer Interface
NASA Astrophysics Data System (ADS)
Pamungkas, Daniel S.; Caesarendra, Wahyu
2018-04-01
To achieve effective interaction between a human and a computing device or machine, adequate feedback from the computing device or machine is required. Recently, haptic feedback is increasingly being utilised to improve the interactivity of the Human Computer Interface (HCI). Most existing haptic feedback enhancements aim at producing forces or vibrations to enrich the user’s interactive experience. However, these force and/or vibration actuated haptic feedback systems can be bulky and uncomfortable to wear and only capable of delivering a limited amount of information to the user which can limit both their effectiveness and the applications they can be applied to. To address this deficiency, electrotactile feedback is used. This involves delivering haptic sensations to the user by electrically stimulating nerves in the skin via electrodes placed on the surface of the skin. This paper presents a review and explores the capability of electrotactile feedback for HCI applications. In addition, a description of the sensory receptors within the skin for sensing tactile stimulus and electric currents alsoseveral factors which influenced electric signal to transmit to the brain via human skinare explained.
SnapAnatomy, a computer-based interactive tool for independent learning of human anatomy.
Yip, George W; Rajendran, Kanagasuntheram
2008-06-01
Computer-aided instruction materials are becoming increasing popular in medical education and particularly in the teaching of human anatomy. This paper describes SnapAnatomy, a new interactive program that the authors designed for independent learning of anatomy. SnapAnatomy is primarily tailored for the beginner student to encourage the learning of anatomy by developing a three-dimensional visualization of human structure that is essential to applications in clinical practice and the understanding of function. The program allows the student to take apart and to accurately put together body components in an interactive, self-paced and variable manner to achieve the learning outcome.
Human-Computer Interaction, Tourism and Cultural Heritage
NASA Astrophysics Data System (ADS)
Cipolla Ficarra, Francisco V.
We present a state of the art of the human-computer interaction aimed at tourism and cultural heritage in some cities of the European Mediterranean. In the work an analysis is made of the main problems deriving from training understood as business and which can derail the continuous growth of the HCI, the new technologies and tourism industry. Through a semiotic and epistemological study the current mistakes in the context of the interrelations of the formal and factual sciences will be detected and also the human factors that have an influence on the professionals devoted to the development of interactive systems in order to safeguard and boost cultural heritage.
Overview of Human-Centric Space Situational Awareness (SSA) Science and Technology (S&T)
NASA Astrophysics Data System (ADS)
Ianni, J.; Aleva, D.; Ellis, S.
2012-09-01
A number of organizations, within the government, industry, and academia, are researching ways to help humans understand and react to events in space. The problem is both helped and complicated by the fact that there are numerous data sources that need to be planned (i.e., tasked), collected, processed, analyzed, and disseminated. A large part of the research is in support of the Joint Space Operational Center (JSpOC), National Air and Space Intelligence Center (NASIC), and similar organizations. Much recent research has been specifically targeting the JSpOC Mission System (JMS) which has provided a unifying software architecture. This paper will first outline areas of science and technology (S&T) related to human-centric space situational awareness (SSA) and space command and control (C2) including: 1. Object visualization - especially data fused from disparate sources. Also satellite catalog visualizations that convey the physical relationships between space objects. 2. Data visualization - improve data trend analysis as in visual analytics and interactive visualization; e.g., satellite anomaly trends over time, space weather visualization, dynamic visualizations 3. Workflow support - human-computer interfaces that encapsulate multiple computer services (i.e., algorithms, programs, applications) into a 4. Command and control - e.g., tools that support course of action (COA) development and selection, tasking for satellites and sensors, etc. 5. Collaboration - improve individuals or teams ability to work with others; e.g., video teleconferencing, shared virtual spaces, file sharing, virtual white-boards, chat, and knowledge search. 6. Hardware/facilities - e.g., optimal layouts for operations centers, ergonomic workstations, immersive displays, interaction technologies, and mobile computing. Secondly we will provide a survey of organizations working these areas and suggest where more attention may be needed. Although no detailed master plan exists for human-centric SSA and C2, we see little redundancy among the groups supporting SSA human factors at this point.
What Machines Need to Learn to Support Human Problem-Solving
NASA Technical Reports Server (NTRS)
Vera, Alonso
2017-01-01
In the development of intelligent systems that interact with humans, there is often confusion between how the system functions with respect to the humans it interacts with and how it interfaces with those humans. The former is a much deeper challenge than the latter it requires a system-level understanding of evolving human roles as well as an understanding of what humans need to know (and when) in order to perform their tasks. This talk will focus on some of the challenges in getting this right as well as on the type of research and development that results in successful human-autonomy teaming. Brief Bio: Dr. Alonso Vera is Chief of the Human Systems Integration Division at NASA Ames Research Center. His expertise is in human-computer interaction, information systems, artificial intelligence, and computational human performance modeling. He has led the design, development and deployment of mission software systems across NASA robotic and human space flight missions, including Mars Exploration Rovers, Phoenix Mars Lander, ISS, Constellation, and Exploration Systems. Dr. Vera received a Bachelor of Science with First Class Honors from McGill University in 1985 and a Ph.D. from Cornell University in 1991. He went on to a Post-Doctoral Fellowship in the School of Computer Science at Carnegie Mellon University from 1990-93.
Intelligent Context-Aware and Adaptive Interface for Mobile LBS
Liu, Yanhong
2015-01-01
Context-aware user interface plays an important role in many human-computer Interaction tasks of location based services. Although spatial models for context-aware systems have been studied extensively, how to locate specific spatial information for users is still not well resolved, which is important in the mobile environment where location based services users are impeded by device limitations. Better context-aware human-computer interaction models of mobile location based services are needed not just to predict performance outcomes, such as whether people will be able to find the information needed to complete a human-computer interaction task, but to understand human processes that interact in spatial query, which will in turn inform the detailed design of better user interfaces in mobile location based services. In this study, a context-aware adaptive model for mobile location based services interface is proposed, which contains three major sections: purpose, adjustment, and adaptation. Based on this model we try to describe the process of user operation and interface adaptation clearly through the dynamic interaction between users and the interface. Then we show how the model applies users' demands in a complicated environment and suggested the feasibility by the experimental results. PMID:26457077
Real-time multiple human perception with color-depth cameras on a mobile robot.
Zhang, Hao; Reardon, Christopher; Parker, Lynne E
2013-10-01
The ability to perceive humans is an essential requirement for safe and efficient human-robot interaction. In real-world applications, the need for a robot to interact in real time with multiple humans in a dynamic, 3-D environment presents a significant challenge. The recent availability of commercial color-depth cameras allow for the creation of a system that makes use of the depth dimension, thus enabling a robot to observe its environment and perceive in the 3-D space. Here we present a system for 3-D multiple human perception in real time from a moving robot equipped with a color-depth camera and a consumer-grade computer. Our approach reduces computation time to achieve real-time performance through a unique combination of new ideas and established techniques. We remove the ground and ceiling planes from the 3-D point cloud input to separate candidate point clusters. We introduce the novel information concept, depth of interest, which we use to identify candidates for detection, and that avoids the computationally expensive scanning-window methods of other approaches. We utilize a cascade of detectors to distinguish humans from objects, in which we make intelligent reuse of intermediary features in successive detectors to improve computation. Because of the high computational cost of some methods, we represent our candidate tracking algorithm with a decision directed acyclic graph, which allows us to use the most computationally intense techniques only where necessary. We detail the successful implementation of our novel approach on a mobile robot and examine its performance in scenarios with real-world challenges, including occlusion, robot motion, nonupright humans, humans leaving and reentering the field of view (i.e., the reidentification challenge), human-object and human-human interaction. We conclude with the observation that the incorporation of the depth information, together with the use of modern techniques in new ways, we are able to create an accurate system for real-time 3-D perception of humans by a mobile robot.
ERIC Educational Resources Information Center
Zigic, Sasha; Lemckert, Charles J.
2007-01-01
The following paper presents a computer-based learning strategy to assist in introducing and teaching water quality modelling to undergraduate civil engineering students. As part of the learning strategy, an interactive computer-based instructional (CBI) aid was specifically developed to assist students to set up, run and analyse the output from a…
The Design of Hand Gestures for Human-Computer Interaction: Lessons from Sign Language Interpreters.
Rempel, David; Camilleri, Matt J; Lee, David L
2015-10-01
The design and selection of 3D modeled hand gestures for human-computer interaction should follow principles of natural language combined with the need to optimize gesture contrast and recognition. The selection should also consider the discomfort and fatigue associated with distinct hand postures and motions, especially for common commands. Sign language interpreters have extensive and unique experience forming hand gestures and many suffer from hand pain while gesturing. Professional sign language interpreters (N=24) rated discomfort for hand gestures associated with 47 characters and words and 33 hand postures. Clear associations of discomfort with hand postures were identified. In a nominal logistic regression model, high discomfort was associated with gestures requiring a flexed wrist, discordant adjacent fingers, or extended fingers. These and other findings should be considered in the design of hand gestures to optimize the relationship between human cognitive and physical processes and computer gesture recognition systems for human-computer input.
ERIC Educational Resources Information Center
Klein, David C.
2014-01-01
As advancements in automation continue to alter the systemic behavior of computer systems in a wide variety of industrial applications, human-machine interactions are increasingly becoming supervisory in nature, with less hands-on human involvement. This maturing of the human role within the human-computer relationship is relegating operations…
Enhancing Tele-robotics with Immersive Virtual Reality
2017-11-03
graduate and undergraduate students within the Digital Gaming and Simulation, Computer Science, and psychology programs have actively collaborated...investigates the use of artificial intelligence and visual computing. Numerous fields across the human-computer interaction and gaming research areas...invested in digital gaming and simulation to cognitively stimulate humans by computers, forming a $10.5B industry [1]. On the other hand, cognitive
Molecular modeling of biomembranes and their complexes with protein transmembrane α-helices
NASA Astrophysics Data System (ADS)
Kuznetsov, Andrey S.; Smirnov, Kirill V.; Antonov, Mikhail Yu.; Nikolaev, Ivan N.; Efremov, Roman G.
2017-11-01
Helical segments are common structural elements of membrane proteins. Dimerization and oligomerization of transmembrane (TM) α-helices provides the framework for spatial structure formation and protein-protein interactions. The membrane itself also takes part in the protein functioning. There are some examples of the mutual influence of the lipid bilayer properties and embedded membrane proteins. This work aims at the detail investigation of protein-lipid interactions using model systems: TM peptides corresponding to native protein segments. Three peptides were considered corresponding to TM domains of human glycophorin A (GpA), epidermal growth factor receptor (EGFR) and proposed TM-segment of human neuraminidase-1 (Neu1). A computational analysis of structural and dynamical properties was performed using molecular dynamics method. Monomers of peptides were considered incorporated into hydrated lipid bilayers. It was confirmed, that all these TM peptides have stable helical conformation in lipid environment, and the mutual adaptation of peptides and membrane was observed. It was shown that incorporation of the peptide into membrane results in the modulation of local and mean structural properties of the bilayer. Each peptide interacts with lipid acyl chains having special binding sites on the surface of central part of α-helix that exist for at least 200 ns. However, lipid acyl chains substitute each other faster occupying the same site. The formation of a special pattern of protein-lipid interactions may modulate the association of TM domains of membrane proteins, so membrane environment should be considered when proposing new substances targeting cell receptors.
NASA Astrophysics Data System (ADS)
An, Soyoung; Choi, Woochul; Paik, Se-Bum
2015-11-01
Understanding the mechanism of information processing in the human brain remains a unique challenge because the nonlinear interactions between the neurons in the network are extremely complex and because controlling every relevant parameter during an experiment is difficult. Therefore, a simulation using simplified computational models may be an effective approach. In the present study, we developed a general model of neural networks that can simulate nonlinear activity patterns in the hierarchical structure of a neural network system. To test our model, we first examined whether our simulation could match the previously-observed nonlinear features of neural activity patterns. Next, we performed a psychophysics experiment for a simple visual working memory task to evaluate whether the model could predict the performance of human subjects. Our studies show that the model is capable of reproducing the relationship between memory load and performance and may contribute, in part, to our understanding of how the structure of neural circuits can determine the nonlinear neural activity patterns in the human brain.
DOT National Transportation Integrated Search
2016-01-01
Human attention is a finite resource. When interrupted while performing a task, this : resource is split between two interactive tasks. People have to decide whether the benefits : from the interruptive interaction will be enough to offset the loss o...
Human-computer dialogue: Interaction tasks and techniques. Survey and categorization
NASA Technical Reports Server (NTRS)
Foley, J. D.
1983-01-01
Interaction techniques are described. Six basic interaction tasks, requirements for each task, requirements related to interaction techniques, and a technique's hardware prerequisites affective device selection are discussed.
Employing Textual and Facial Emotion Recognition to Design an Affective Tutoring System
ERIC Educational Resources Information Center
Lin, Hao-Chiang Koong; Wang, Cheng-Hung; Chao, Ching-Ju; Chien, Ming-Kuan
2012-01-01
Emotional expression in Artificial Intelligence has gained lots of attention in recent years, people applied its affective computing not only in enhancing and realizing the interaction between computers and human, it also makes computer more humane. In this study, emotional expressions were applied into intelligent tutoring system, where learners'…
The Next Wave: Humans, Computers, and Redefining Reality
NASA Technical Reports Server (NTRS)
Little, William
2018-01-01
The Augmented/Virtual Reality (AVR) Lab at KSC is dedicated to " exploration into the growing computer fields of Extended Reality and the Natural User Interface (it is) a proving ground for new technologies that can be integrated into future NASA projects and programs." The topics of Human Computer Interface, Human Computer Interaction, Augmented Reality, Virtual Reality, and Mixed Reality are defined; examples of work being done in these fields in the AVR Lab are given. Current new and future work in Computer Vision, Speech Recognition, and Artificial Intelligence are also outlined.
Interactive computer graphics and its role in control system design of large space structures
NASA Technical Reports Server (NTRS)
Reddy, A. S. S. R.
1985-01-01
This paper attempts to show the relevance of interactive computer graphics in the design of control systems to maintain attitude and shape of large space structures to accomplish the required mission objectives. The typical phases of control system design, starting from the physical model such as modeling the dynamics, modal analysis, and control system design methodology are reviewed and the need of the interactive computer graphics is demonstrated. Typical constituent parts of large space structures such as free-free beams and free-free plates are used to demonstrate the complexity of the control system design and the effectiveness of the interactive computer graphics.
NASA Astrophysics Data System (ADS)
Cheok, Adrian David
This chapter details the Human Pacman system to illuminate entertainment computing which ventures to embed the natural physical world seamlessly with a fantasy virtual playground by capitalizing on infrastructure provided by mobile computing, wireless LAN, and ubiquitous computing. With Human Pacman, we have a physical role-playing computer fantasy together with real human-social and mobile-gaming that emphasizes on collaboration and competition between players in a wide outdoor physical area that allows natural wide-area human-physical movements. Pacmen and Ghosts are now real human players in the real world experiencing mixed computer graphics fantasy-reality provided by using the wearable computers on them. Virtual cookies and actual tangible physical objects are incorporated into the game play to provide novel experiences of seamless transitions between the real and virtual worlds. This is an example of a new form of gaming that anchors on physicality, mobility, social interaction, and ubiquitous computing.
Achieving Collaborative Interaction with a Humanoid Robot
2003-01-01
gestures will become more prevalent in the kinds of interactions we study. Gesturing is a natural part of human- human communication . It...to human communication . However, in human to human experiments, Tversky et al. observed a similar result and found that speakers took the
Accelerometry-based classification of human activities using Markov modeling.
Mannini, Andrea; Sabatini, Angelo Maria
2011-01-01
Accelerometers are a popular choice as body-motion sensors: the reason is partly in their capability of extracting information that is useful for automatically inferring the physical activity in which the human subject is involved, beside their role in feeding biomechanical parameters estimators. Automatic classification of human physical activities is highly attractive for pervasive computing systems, whereas contextual awareness may ease the human-machine interaction, and in biomedicine, whereas wearable sensor systems are proposed for long-term monitoring. This paper is concerned with the machine learning algorithms needed to perform the classification task. Hidden Markov Model (HMM) classifiers are studied by contrasting them with Gaussian Mixture Model (GMM) classifiers. HMMs incorporate the statistical information available on movement dynamics into the classification process, without discarding the time history of previous outcomes as GMMs do. An example of the benefits of the obtained statistical leverage is illustrated and discussed by analyzing two datasets of accelerometer time series.
Air Defense: A Computer Game for Research in Human Performance.
1981-07-01
warfare (ANW) threat analysis. M’ajor elements of the threat analysis problem \\\\,erc eoibedded in an interactive air detoense game controlled by a...The game requires sustained attention to a complex and interactive "hostile" environment, provides proper experimental control of relevant variables...AD-A102 725 NAVY PERSONNEL RESEARCH AND DEVELOPMENT CENTER SAN DETC F/6 5/10 AIR DEFENSE: A COMPUTER GAME FOR RESEARCH IN HUMAN PERFORMANCE.(U) JUL
Computers in Education: Their Use and Cost, Education Automation Monograph Number 2.
ERIC Educational Resources Information Center
American Data Processing, Inc., Detroit, MI.
This monograph on the cost and use of computers in education consists of two parts. Part I is a report of the President's Science Advisory Committee concerning the cost and use of the computer in undergraduate, secondary, and higher education. In addition, the report contains a discussion of the interaction between research and educational uses of…
ERIC Educational Resources Information Center
Landa-Jiménez, M. A.; González-Gaspar, P.; Pérez-Estudillo, C.; López-Meraz, M. L.; Morgado-Valle, C.; Beltran-Parrazal, L.
2016-01-01
A Muscle-Computer Interface (muCI) is a human-machine system that uses electromyographic (EMG) signals to communicate with a computer. Surface EMG (sEMG) signals are currently used to command robotic devices, such as robotic arms and hands, and mobile robots, such as wheelchairs. These signals reflect the motor intention of a user before the…
[An interactive three-dimensional model of the human body].
Liem, S L
2009-01-01
Driven by advanced computer technology, it is now possible to show the human anatomy on a computer. On the internet, the Visible Body programme makes it possible to navigate in all directions through the anatomical structures of the human body, using mouse and keyboard. Visible Body is a wonderful tool to give insight in the human structures, body functions and organs.
Recent technology products from Space Human Factors research
NASA Technical Reports Server (NTRS)
Jenkins, James P.
1991-01-01
The goals of the NASA Space Human Factors program and the research carried out concerning human factors are discussed with emphasis given to the development of human performance models, data, and tools. The major products from this program are described, which include the Laser Anthropometric Mapping System; a model of the human body for evaluating the kinematics and dynamics of human motion and strength in microgravity environment; an operational experience data base for verifying and validating the data repository of manned space flights; the Operational Experience Database Taxonomy; and a human-computer interaction laboratory whose products are the display softaware and requirements and the guideline documents and standards for applications on human-computer interaction. Special attention is given to the 'Convoltron', a prototype version of a signal processor for synthesizing the head-related transfer functions.
A Perspective on Computational Human Performance Models as Design Tools
NASA Technical Reports Server (NTRS)
Jones, Patricia M.
2010-01-01
The design of interactive systems, including levels of automation, displays, and controls, is usually based on design guidelines and iterative empirical prototyping. A complementary approach is to use computational human performance models to evaluate designs. An integrated strategy of model-based and empirical test and evaluation activities is particularly attractive as a methodology for verification and validation of human-rated systems for commercial space. This talk will review several computational human performance modeling approaches and their applicability to design of display and control requirements.
Army-NASA aircrew/aircraft integration program (A3I) software detailed design document, phase 3
NASA Technical Reports Server (NTRS)
Banda, Carolyn; Chiu, Alex; Helms, Gretchen; Hsieh, Tehming; Lui, Andrew; Murray, Jerry; Shankar, Renuka
1990-01-01
The capabilities and design approach of the MIDAS (Man-machine Integration Design and Analysis System) computer-aided engineering (CAE) workstation under development by the Army-NASA Aircrew/Aircraft Integration Program is detailed. This workstation uses graphic, symbolic, and numeric prototyping tools and human performance models as part of an integrated design/analysis environment for crewstation human engineering. Developed incrementally, the requirements and design for Phase 3 (Dec. 1987 to Jun. 1989) are described. Software tools/models developed or significantly modified during this phase included: an interactive 3-D graphic cockpit design editor; multiple-perspective graphic views to observe simulation scenarios; symbolic methods to model the mission decomposition, equipment functions, pilot tasking and loading, as well as control the simulation; a 3-D dynamic anthropometric model; an intermachine communications package; and a training assessment component. These components were successfully used during Phase 3 to demonstrate the complex interactions and human engineering findings involved with a proposed cockpit communications design change in a simulated AH-64A Apache helicopter/mission that maps to empirical data from a similar study and AH-1 Cobra flight test.
An Affordance-Based Framework for Human Computation and Human-Computer Collaboration.
Crouser, R J; Chang, R
2012-12-01
Visual Analytics is "the science of analytical reasoning facilitated by visual interactive interfaces". The goal of this field is to develop tools and methodologies for approaching problems whose size and complexity render them intractable without the close coupling of both human and machine analysis. Researchers have explored this coupling in many venues: VAST, Vis, InfoVis, CHI, KDD, IUI, and more. While there have been myriad promising examples of human-computer collaboration, there exists no common language for comparing systems or describing the benefits afforded by designing for such collaboration. We argue that this area would benefit significantly from consensus about the design attributes that define and distinguish existing techniques. In this work, we have reviewed 1,271 papers from many of the top-ranking conferences in visual analytics, human-computer interaction, and visualization. From these, we have identified 49 papers that are representative of the study of human-computer collaborative problem-solving, and provide a thorough overview of the current state-of-the-art. Our analysis has uncovered key patterns of design hinging on human and machine-intelligence affordances, and also indicates unexplored avenues in the study of this area. The results of this analysis provide a common framework for understanding these seemingly disparate branches of inquiry, which we hope will motivate future work in the field.
A Functional Analytic Approach to Computer-Interactive Mathematics
ERIC Educational Resources Information Center
Ninness, Chris; Rumph, Robin; McCuller, Glen; Harrison, Carol; Ford, Angela M.; Ninness, Sharon K.
2005-01-01
Following a pretest, 11 participants who were naive with regard to various algebraic and trigonometric transformations received an introductory lecture regarding the fundamentals of the rectangular coordinate system. Following the lecture, they took part in a computer-interactive matching-to-sample procedure in which they received training on…
2010-03-01
functionality and plausibility distinguishes this research from most research in computational linguistics and computational psycholinguistics . The... Psycholinguistic Theory There is extensive psycholinguistic evidence that human language processing is essentially incremental and interactive...challenges of psycholinguistic research is to explain how humans can process language effortlessly and accurately given the complexity and ambiguity that is
Assessing the Purpose and Importance University Students Attribute to Current ICT Applications
ERIC Educational Resources Information Center
DiGiuseppe, Maurice; Partosoedarso, Elita
2014-01-01
In this study we surveyed students in a mid-sized university in Ontario, Canada to explore various aspects associated with their use of computer-based applications. For the purpose of analysis, the computer applications under study were categorized according to the Human-Computer-Human Interaction (HCHI) model of Desjardins (2005) in which…
Definition Of Touch-Sensitive Zones For Graphical Displays
NASA Technical Reports Server (NTRS)
Monroe, Burt L., III; Jones, Denise R.
1988-01-01
Touch zones defined simply by touching, while editing done automatically. Development of touch-screen interactive computing system, tedious task. Interactive Editor for Definition of Touch-Sensitive Zones computer program increases efficiency of human/machine communications by enabling user to define each zone interactively, minimizing redundancy in programming and eliminating need for manual computation of boundaries of touch areas. Information produced during editing process written to data file, to which access gained when needed by application program.
Dominey, Peter F.
2013-01-01
One of the most paradoxical aspects of human language is that it is so unlike any other form of behavior in the animal world, yet at the same time, it has developed in a species that is not far removed from ancestral species that do not possess language. While aspects of non-human primate and avian interaction clearly constitute communication, this communication appears distinct from the rich, combinatorial and abstract quality of human language. So how does the human primate brain allow for language? In an effort to answer this question, a line of research has been developed that attempts to build a language processing capability based in part on the gross neuroanatomy of the corticostriatal system of the human brain. This paper situates this research program in its historical context, that begins with the primate oculomotor system and sensorimotor sequencing, and passes, via recent advances in reservoir computing to provide insight into the open questions, and possible approaches, for future research that attempts to model language processing. One novel and useful idea from this research is that the overlap of cortical projections onto common regions in the striatum allows for adaptive binding of cortical signals from distinct circuits, under the control of dopamine, which has a strong adaptive advantage. A second idea is that recurrent cortical networks with fixed connections can represent arbitrary sequential and temporal structure, which is the basis of the reservoir computing framework. Finally, bringing these notions together, a relatively simple mechanism can be built for learning the grammatical constructions, as the mappings from surface structure of sentences to their meaning. This research suggests that the components of language that link conceptual structure to grammatical structure may be much simpler that has been proposed in other research programs. It also suggests that part of the residual complexity is in the conceptual system itself. PMID:23935589
Human computer interface guide, revision A
NASA Technical Reports Server (NTRS)
1993-01-01
The Human Computer Interface Guide, SSP 30540, is a reference document for the information systems within the Space Station Freedom Program (SSFP). The Human Computer Interface Guide (HCIG) provides guidelines for the design of computer software that affects human performance, specifically, the human-computer interface. This document contains an introduction and subparagraphs on SSFP computer systems, users, and tasks; guidelines for interactions between users and the SSFP computer systems; human factors evaluation and testing of the user interface system; and example specifications. The contents of this document are intended to be consistent with the tasks and products to be prepared by NASA Work Package Centers and SSFP participants as defined in SSP 30000, Space Station Program Definition and Requirements Document. The Human Computer Interface Guide shall be implemented on all new SSFP contractual and internal activities and shall be included in any existing contracts through contract changes. This document is under the control of the Space Station Control Board, and any changes or revisions will be approved by the deputy director.
SIG -- The Role of Human-Computer Interaction in Next-Generation Control Rooms
DOE Office of Scientific and Technical Information (OSTI.GOV)
Ronald L. Boring; Jacques Hugo; Christian Richard
2005-04-01
The purpose of this CHI Special Interest Group (SIG) is to facilitate the convergence between human-computer interaction (HCI) and control room design. HCI researchers and practitioners actively need to infuse state-of-the-art interface technology into control rooms to meet usability, safety, and regulatory requirements. This SIG outlines potential HCI contributions to instrumentation and control (I&C) and automation in control rooms as well as to general control room design.
Interpersonal Biocybernetics: Connecting Through Social Psychophysiology
NASA Technical Reports Server (NTRS)
Pope, Alan T.; Stephens, Chad L.
2012-01-01
One embodiment of biocybernetic adaptation is a human-computer interaction system designed such that physiological signals modulate the effect that control of a task by other means, usually manual control, has on performance of the task. Such a modulation system enables a variety of human-human interactions based upon physiological self-regulation performance. These interpersonal interactions may be mixes of competition and cooperation for simulation training and/or videogame entertainment
An Empirical Study of User Experience on Touch Mice
ERIC Educational Resources Information Center
Chou, Jyh Rong
2016-01-01
The touch mouse is a new type of computer mouse that provides users with a new way of touch-based environment to interact with computers. For more than a decade, user experience (UX) has grown into a core concept of human-computer interaction (HCI), describing a user's perceptions and responses that result from the use of a product in a particular…
Trends in Human-Computer Interaction to Support Future Intelligence Analysis Capabilities
2011-06-01
that allows data to be moved between different computing systems and displays. Figure 4- G-Speak gesture interaction (Oblong, 2011) 5.2 Multitouch ... Multitouch refers to a touchscreen interaction technique in which multiple simultaneous touchpoints and movements can be detected and used to...much of the style of interaction (such as rotate, pinch, zoom and flick movements) found in multitouch devices but can typically recognize more than
A roadmap to computational social neuroscience.
Tognoli, Emmanuelle; Dumas, Guillaume; Kelso, J A Scott
2018-02-01
To complement experimental efforts toward understanding human social interactions at both neural and behavioral levels, two computational approaches are presented: (1) a fully parameterizable mathematical model of a social partner, the Human Dynamic Clamp which, by virtue of experimentally controlled interactions between Virtual Partners and real people, allows for emergent behaviors to be studied; and (2) a multiscale neurocomputational model of social coordination that enables exploration of social self-organization at all levels-from neuronal patterns to people interacting with each other. These complementary frameworks and the cross product of their analysis aim at understanding the fundamental principles governing social behavior.
Evolving technologies for Space Station Freedom computer-based workstations
NASA Technical Reports Server (NTRS)
Jensen, Dean G.; Rudisill, Marianne
1990-01-01
Viewgraphs on evolving technologies for Space Station Freedom computer-based workstations are presented. The human-computer computer software environment modules are described. The following topics are addressed: command and control workstation concept; cupola workstation concept; Japanese experiment module RMS workstation concept; remote devices controlled from workstations; orbital maneuvering vehicle free flyer; remote manipulator system; Japanese experiment module exposed facility; Japanese experiment module small fine arm; flight telerobotic servicer; human-computer interaction; and workstation/robotics related activities.
NASA Astrophysics Data System (ADS)
Zou, Jie; Gattani, Abhishek
2005-01-01
When completely automated systems don't yield acceptable accuracy, many practical pattern recognition systems involve the human either at the beginning (pre-processing) or towards the end (handling rejects). We believe that it may be more useful to involve the human throughout the recognition process rather than just at the beginning or end. We describe a methodology of interactive visual recognition for human-centered low-throughput applications, Computer Assisted Visual InterActive Recognition (CAVIAR), and discuss the prospects of implementing CAVIAR over the Internet. The novelty of CAVIAR is image-based interaction through a domain-specific parameterized geometrical model, which reduces the semantic gap between humans and computers. The user may interact with the computer anytime that she considers its response unsatisfactory. The interaction improves the accuracy of the classification features by improving the fit of the computer-proposed model. The computer makes subsequent use of the parameters of the improved model to refine not only its own statistical model-fitting process, but also its internal classifier. The CAVIAR methodology was applied to implement a flower recognition system. The principal conclusions from the evaluation of the system include: 1) the average recognition time of the CAVIAR system is significantly shorter than that of the unaided human; 2) its accuracy is significantly higher than that of the unaided machine; 3) it can be initialized with as few as one training sample per class and still achieve high accuracy; and 4) it demonstrates a self-learning ability. We have also implemented a Mobile CAVIAR system, where a pocket PC, as a client, connects to a server through wireless communication. The motivation behind a mobile platform for CAVIAR is to apply the methodology in a human-centered pervasive environment, where the user can seamlessly interact with the system for classifying field-data. Deploying CAVIAR to a networked mobile platform poses the challenge of classifying field images and programming under constraints of display size, network bandwidth, processor speed, and memory size. Editing of the computer-proposed model is performed on the handheld while statistical model fitting and classification take place on the server. The possibility that the user can easily take several photos of the object poses an interesting information fusion problem. The advantage of the Internet is that the patterns identified by different users can be pooled together to benefit all peer users. When users identify patterns with CAVIAR in a networked setting, they also collect training samples and provide opportunities for machine learning from their intervention. CAVIAR implemented over the Internet provides a perfect test bed for, and extends, the concept of Open Mind Initiative proposed by David Stork. Our experimental evaluation focuses on human time, machine and human accuracy, and machine learning. We devoted much effort to evaluating the use of our image-based user interface and on developing principles for the evaluation of interactive pattern recognition system. The Internet architecture and Mobile CAVIAR methodology have many applications. We are exploring in the directions of teledermatology, face recognition, and education.
A Human Factors Framework for Payload Display Design
NASA Technical Reports Server (NTRS)
Dunn, Mariea C.; Hutchinson, Sonya L.
1998-01-01
During missions to space, one charge of the astronaut crew is to conduct research experiments. These experiments, referred to as payloads, typically are controlled by computers. Crewmembers interact with payload computers by using visual interfaces or displays. To enhance the safety, productivity, and efficiency of crewmember interaction with payload displays, particular attention must be paid to the usability of these displays. Enhancing display usability requires adoption of a design process that incorporates human factors engineering principles at each stage. This paper presents a proposed framework for incorporating human factors engineering principles into the payload display design process.
Iwamoto, Masami; Nakahira, Yuko; Kimpara, Hideyuki
2015-01-01
Active safety devices such as automatic emergency brake (AEB) and precrash seat belt have the potential to accomplish further reduction in the number of the fatalities due to automotive accidents. However, their effectiveness should be investigated by more accurate estimations of their interaction with human bodies. Computational human body models are suitable for investigation, especially considering muscular tone effects on occupant motions and injury outcomes. However, the conventional modeling approaches such as multibody models and detailed finite element (FE) models have advantages and disadvantages in computational costs and injury predictions considering muscular tone effects. The objective of this study is to develop and validate a human body FE model with whole body muscles, which can be used for the detailed investigation of interaction between human bodies and vehicular structures including some safety devices precrash and during a crash with relatively low computational costs. In this study, we developed a human body FE model called THUMS (Total HUman Model for Safety) with a body size of 50th percentile adult male (AM50) and a sitting posture. The model has anatomical structures of bones, ligaments, muscles, brain, and internal organs. The total number of elements is 281,260, which would realize relatively low computational costs. Deformable material models were assigned to all body parts. The muscle-tendon complexes were modeled by truss elements with Hill-type muscle material and seat belt elements with tension-only material. The THUMS was validated against 35 series of cadaver or volunteer test data on frontal, lateral, and rear impacts. Model validations for 15 series of cadaver test data associated with frontal impacts are presented in this article. The THUMS with a vehicle sled model was applied to investigate effects of muscle activations on occupant kinematics and injury outcomes in specific frontal impact situations with AEB. In the validations using 5 series of cadaver test data, force-time curves predicted by the THUMS were quantitatively evaluated using correlation and analysis (CORA), which showed good or acceptable agreement with cadaver test data in most cases. The investigation of muscular effects showed that muscle activation levels and timing had significant effects on occupant kinematics and injury outcomes. Although further studies on accident injury reconstruction are needed, the THUMS has the potential for predictions of occupant kinematics and injury outcomes considering muscular tone effects with relatively low computational costs.
Computer-Mediated Communication in a High School: The Users Shape the Medium--Part 1.
ERIC Educational Resources Information Center
Bresler, Liora
1990-01-01
This field study represents a departure from structured, or directed, computer-mediated communication as used in its natural environment, the computer lab. Using observations, interviews, and the computer medium itself, the investigators report how high school students interact with computers and create their own agendas for computer usage and…
The Design of Hand Gestures for Human-Computer Interaction: Lessons from Sign Language Interpreters
Rempel, David; Camilleri, Matt J.; Lee, David L.
2015-01-01
The design and selection of 3D modeled hand gestures for human-computer interaction should follow principles of natural language combined with the need to optimize gesture contrast and recognition. The selection should also consider the discomfort and fatigue associated with distinct hand postures and motions, especially for common commands. Sign language interpreters have extensive and unique experience forming hand gestures and many suffer from hand pain while gesturing. Professional sign language interpreters (N=24) rated discomfort for hand gestures associated with 47 characters and words and 33 hand postures. Clear associations of discomfort with hand postures were identified. In a nominal logistic regression model, high discomfort was associated with gestures requiring a flexed wrist, discordant adjacent fingers, or extended fingers. These and other findings should be considered in the design of hand gestures to optimize the relationship between human cognitive and physical processes and computer gesture recognition systems for human-computer input. PMID:26028955
NASA Technical Reports Server (NTRS)
Schulte, Erin
2017-01-01
As augmented and virtual reality grows in popularity, and more researchers focus on its development, other fields of technology have grown in the hopes of integrating with the up-and-coming hardware currently on the market. Namely, there has been a focus on how to make an intuitive, hands-free human-computer interaction (HCI) utilizing AR and VR that allows users to control their technology with little to no physical interaction with hardware. Computer vision, which is utilized in devices such as the Microsoft Kinect, webcams and other similar hardware has shown potential in assisting with the development of a HCI system that requires next to no human interaction with computing hardware and software. Object and facial recognition are two subsets of computer vision, both of which can be applied to HCI systems in the fields of medicine, security, industrial development and other similar areas.
Dietary Interviewing by Computer.
ERIC Educational Resources Information Center
Slack, Warner V.; And Others
1976-01-01
A computer based dietary interviewing program enhanced self awareness for overweight participants. In a three part interview designed for direct interaction between patient and computer, questions dealt with general dietary behavior and details of food intake. The computer assisted the patient in planning a weight reducing diet of approximately…
Investigations in Computer-Aided Instruction and Computer-Aided Controls. Final Report.
ERIC Educational Resources Information Center
Rosenberg, R.C.; And Others
These research projects, designed to delve into certain relationships between humans and computers, are focused on computer-assisted instruction and on man-computer interaction. One study demonstrates that within the limits of formal engineering theory, a computer simulated laboratory (Dynamic Systems Laboratory) can be built in which freshmen…
Ahmed, N; Zheng, Ziyi; Mueller, K
2012-12-01
Due to the inherent characteristics of the visualization process, most of the problems in this field have strong ties with human cognition and perception. This makes the human brain and sensory system the only truly appropriate evaluation platform for evaluating and fine-tuning a new visualization method or paradigm. However, getting humans to volunteer for these purposes has always been a significant obstacle, and thus this phase of the development process has traditionally formed a bottleneck, slowing down progress in visualization research. We propose to take advantage of the newly emerging field of Human Computation (HC) to overcome these challenges. HC promotes the idea that rather than considering humans as users of the computational system, they can be made part of a hybrid computational loop consisting of traditional computation resources and the human brain and sensory system. This approach is particularly successful in cases where part of the computational problem is considered intractable using known computer algorithms but is trivial to common sense human knowledge. In this paper, we focus on HC from the perspective of solving visualization problems and also outline a framework by which humans can be easily seduced to volunteer their HC resources. We introduce a purpose-driven game titled "Disguise" which serves as a prototypical example for how the evaluation of visualization algorithms can be mapped into a fun and addicting activity, allowing this task to be accomplished in an extensive yet cost effective way. Finally, we sketch out a framework that transcends from the pure evaluation of existing visualization methods to the design of a new one.
Usability engineering for augmented reality: employing user-based studies to inform design.
Gabbard, Joseph L; Swan, J Edward
2008-01-01
A major challenge, and thus opportunity, in the field of human-computer interaction and specifically usability engineering is designing effective user interfaces for emerging technologies that have no established design guidelines or interaction metaphors or introduce completely new ways for users to perceive and interact with technology and the world around them. Clearly, augmented reality is one such emerging technology. We propose a usability engineering approach that employs user-based studies to inform design, by iteratively inserting a series of user-based studies into a traditional usability engineering lifecycle to better inform initial user interface designs. We present an exemplar user-based study conducted to gain insight into how users perceive text in outdoor augmented reality settings and to derive implications for design in outdoor augmented reality. We also describe lessons learned from our experiences conducting user-based studies as part of the design process.
Wang, Meng; Wu, Kai; Lu, Changhong; Kong, Xiangyin
2015-01-01
Prostate cancer is a type of cancer that occurs in the male prostate, a gland in the male reproductive system. Because prostate cancer cells may spread to other parts of the body and can influence human reproduction, understanding the mechanisms underlying this disease is critical for designing effective treatments. The identification of as many genes and chemicals related to prostate cancer as possible will enhance our understanding of this disease. In this study, we proposed a computational method to identify new candidate genes and chemicals based on currently known genes and chemicals related to prostate cancer by applying a shortest path approach in a hybrid network. The hybrid network was constructed according to information concerning chemical-chemical interactions, chemical-protein interactions, and protein-protein interactions. Many of the obtained genes and chemicals are associated with prostate cancer. PMID:26504486
NASA Astrophysics Data System (ADS)
Nakamura, Christopher M.; Murphy, Sytil K.; Christel, Michael G.; Stevens, Scott M.; Zollman, Dean A.
2016-06-01
Computer-automated assessment of students' text responses to short-answer questions represents an important enabling technology for online learning environments. We have investigated the use of machine learning to train computer models capable of automatically classifying short-answer responses and assessed the results. Our investigations are part of a project to develop and test an interactive learning environment designed to help students learn introductory physics concepts. The system is designed around an interactive video tutoring interface. We have analyzed 9 with about 150 responses or less. We observe for 4 of the 9 automated assessment with interrater agreement of 70% or better with the human rater. This level of agreement may represent a baseline for practical utility in instruction and indicates that the method warrants further investigation for use in this type of application. Our results also suggest strategies that may be useful for writing activities and questions that are more appropriate for automated assessment. These strategies include building activities that have relatively few conceptually distinct ways of perceiving the physical behavior of relatively few physical objects. Further success in this direction may allow us to promote interactivity and better provide feedback in online learning systems. These capabilities could enable our system to function more like a real tutor.
Leveraging Computer-Mediated Communication Technologies to Enhance Interactions in Online Learning
ERIC Educational Resources Information Center
Wright, Linda J.
2011-01-01
Computer-mediated communication (CMC) technologies have been an integral part of distance education for many years. They are found in both synchronous and asynchronous platforms and are intended to enhance the learning experience for students. CMC technologies add an interactive element to the online learning environment. The findings from this…
NASA Astrophysics Data System (ADS)
Morse, P. E.; Reading, A. M.; Lueg, C.
2014-12-01
Pattern-recognition in scientific data is not only a computational problem but a human-observer problem as well. Human observation of - and interaction with - data visualization software can augment, select, interrupt and modify computational routines and facilitate processes of pattern and significant feature recognition for subsequent human analysis, machine learning, expert and artificial intelligence systems.'Tagger' is a Mac OS X interactive data visualisation tool that facilitates Human-Computer interaction for the recognition of patterns and significant structures. It is a graphical application developed using the Quartz Composer framework. 'Tagger' follows a Model-View-Controller (MVC) software architecture: the application problem domain (the model) is to facilitate novel ways of abstractly representing data to a human interlocutor, presenting these via different viewer modalities (e.g. chart representations, particle systems, parametric geometry) to the user (View) and enabling interaction with the data (Controller) via a variety of Human Interface Devices (HID). The software enables the user to create an arbitrary array of tags that may be appended to the visualised data, which are then saved into output files as forms of semantic metadata. Three fundamental problems that are not strongly supported by conventional scientific visualisation software are addressed:1] How to visually animate data over time, 2] How to rapidly deploy unconventional parametrically driven data visualisations, 3] How to construct and explore novel interaction models that capture the activity of the end-user as semantic metadata that can be used to computationally enhance subsequent interrogation. Saved tagged data files may be loaded into Tagger, so that tags may be tagged, if desired. Recursion opens up the possibility of refining or overlapping different types of tags, tagging a variety of different POIs or types of events, and of capturing different types of specialist observations of important or noticeable events. Other visualisations and modes of interaction will also be demonstrated, with the aim of discovering knowledge in large datasets in the natural, physical sciences. Fig.1 Wave height data from an oceanographic Wave Rider Buoy. Colors/radii are driven by wave height data.
Viewpoint Integration for Hand-Based Recognition of Social Interactions from a First-Person View.
Bambach, Sven; Crandall, David J; Yu, Chen
2015-11-01
Wearable devices are becoming part of everyday life, from first-person cameras (GoPro, Google Glass), to smart watches (Apple Watch), to activity trackers (FitBit). These devices are often equipped with advanced sensors that gather data about the wearer and the environment. These sensors enable new ways of recognizing and analyzing the wearer's everyday personal activities, which could be used for intelligent human-computer interfaces and other applications. We explore one possible application by investigating how egocentric video data collected from head-mounted cameras can be used to recognize social activities between two interacting partners (e.g. playing chess or cards). In particular, we demonstrate that just the positions and poses of hands within the first-person view are highly informative for activity recognition, and present a computer vision approach that detects hands to automatically estimate activities. While hand pose detection is imperfect, we show that combining evidence across first-person views from the two social partners significantly improves activity recognition accuracy. This result highlights how integrating weak but complimentary sources of evidence from social partners engaged in the same task can help to recognize the nature of their interaction.
Viewpoint Integration for Hand-Based Recognition of Social Interactions from a First-Person View
Bambach, Sven; Crandall, David J.; Yu, Chen
2016-01-01
Wearable devices are becoming part of everyday life, from first-person cameras (GoPro, Google Glass), to smart watches (Apple Watch), to activity trackers (FitBit). These devices are often equipped with advanced sensors that gather data about the wearer and the environment. These sensors enable new ways of recognizing and analyzing the wearer’s everyday personal activities, which could be used for intelligent human-computer interfaces and other applications. We explore one possible application by investigating how egocentric video data collected from head-mounted cameras can be used to recognize social activities between two interacting partners (e.g. playing chess or cards). In particular, we demonstrate that just the positions and poses of hands within the first-person view are highly informative for activity recognition, and present a computer vision approach that detects hands to automatically estimate activities. While hand pose detection is imperfect, we show that combining evidence across first-person views from the two social partners significantly improves activity recognition accuracy. This result highlights how integrating weak but complimentary sources of evidence from social partners engaged in the same task can help to recognize the nature of their interaction. PMID:28966999
HU, TING; DARABOS, CHRISTIAN; CRICCO, MARIA E.; KONG, EMILY; MOORE, JASON H.
2014-01-01
The large volume of GWAS data poses great computational challenges for analyzing genetic interactions associated with common human diseases. We propose a computational framework for characterizing epistatic interactions among large sets of genetic attributes in GWAS data. We build the human phenotype network (HPN) and focus around a disease of interest. In this study, we use the GLAUGEN glaucoma GWAS dataset and apply the HPN as a biological knowledge-based filter to prioritize genetic variants. Then, we use the statistical epistasis network (SEN) to identify a significant connected network of pairwise epistatic interactions among the prioritized SNPs. These clearly highlight the complex genetic basis of glaucoma. Furthermore, we identify key SNPs by quantifying structural network characteristics. Through functional annotation of these key SNPs using Biofilter, a software accessing multiple publicly available human genetic data sources, we find supporting biomedical evidences linking glaucoma to an array of genetic diseases, proving our concept. We conclude by suggesting hypotheses for a better understanding of the disease. PMID:25592582
NASA Astrophysics Data System (ADS)
Setscheny, Stephan
The interaction between human beings and technology builds a central aspect in human life. The most common form of this human-technology interface is the graphical user interface which is controlled through the mouse and the keyboard. In consequence of continuous miniaturization and the increasing performance of microcontrollers and sensors for the detection of human interactions, developers receive new possibilities for realising innovative interfaces. As far as this movement is concerned, the relevance of computers in the common sense and graphical user interfaces is decreasing. Especially in the area of ubiquitous computing and the interaction through tangible user interfaces a highly impact of this technical evolution can be seen. Apart from this, tangible and experience able interaction offers users the possibility of an interactive and intuitive method for controlling technical objects. The implementation of microcontrollers for control functions and sensors enables the realisation of these experience able interfaces. Besides the theories about tangible user interfaces, the consideration about sensors and the Arduino platform builds a main aspect of this work.
Corti, Kevin; Gillespie, Alex
2015-01-01
We use speech shadowing to create situations wherein people converse in person with a human whose words are determined by a conversational agent computer program. Speech shadowing involves a person (the shadower) repeating vocal stimuli originating from a separate communication source in real-time. Humans shadowing for conversational agent sources (e.g., chat bots) become hybrid agents (“echoborgs”) capable of face-to-face interlocution. We report three studies that investigated people’s experiences interacting with echoborgs and the extent to which echoborgs pass as autonomous humans. First, participants in a Turing Test spoke with a chat bot via either a text interface or an echoborg. Human shadowing did not improve the chat bot’s chance of passing but did increase interrogators’ ratings of how human-like the chat bot seemed. In our second study, participants had to decide whether their interlocutor produced words generated by a chat bot or simply pretended to be one. Compared to those who engaged a text interface, participants who engaged an echoborg were more likely to perceive their interlocutor as pretending to be a chat bot. In our third study, participants were naïve to the fact that their interlocutor produced words generated by a chat bot. Unlike those who engaged a text interface, the vast majority of participants who engaged an echoborg did not sense a robotic interaction. These findings have implications for android science, the Turing Test paradigm, and human–computer interaction. The human body, as the delivery mechanism of communication, fundamentally alters the social psychological dynamics of interactions with machine intelligence. PMID:26042066
Human eye haptics-based multimedia.
Velandia, David; Uribe-Quevedo, Alvaro; Perez-Gutierrez, Byron
2014-01-01
Immersive and interactive multimedia applications offer complementary study tools in anatomy as users can explore 3D models while obtaining information about the organ, tissue or part being explored. Haptics increases the sense of interaction with virtual objects improving user experience in a more realistic manner. Common eye studying tools are books, illustrations, assembly models, and more recently these are being complemented with mobile apps whose 3D capabilities, computing power and customers are increasing. The goal of this project is to develop a complementary eye anatomy and pathology study tool using deformable models within a multimedia application, offering the students the opportunity for exploring the eye from up close and within with relevant information. Validation of the tool provided feedback on the potential of the development, along with suggestions on improving haptic feedback and navigation.
Simulating Humans as Integral Parts of Spacecraft Missions
NASA Technical Reports Server (NTRS)
Bruins, Anthony C.; Rice, Robert; Nguyen, Lac; Nguyen, Heidi; Saito, Tim; Russell, Elaine
2006-01-01
The Collaborative-Virtual Environment Simulation Tool (C-VEST) software was developed for use in a NASA project entitled "3-D Interactive Digital Virtual Human." The project is oriented toward the use of a comprehensive suite of advanced software tools in computational simulations for the purposes of human-centered design of spacecraft missions and of the spacecraft, space suits, and other equipment to be used on the missions. The C-VEST software affords an unprecedented suite of capabilities for three-dimensional virtual-environment simulations with plug-in interfaces for physiological data, haptic interfaces, plug-and-play software, realtime control, and/or playback control. Mathematical models of the mechanics of the human body and of the aforementioned equipment are implemented in software and integrated to simulate forces exerted on and by astronauts as they work. The computational results can then support the iterative processes of design, building, and testing in applied systems engineering and integration. The results of the simulations provide guidance for devising measures to counteract effects of microgravity on the human body and for the rapid development of virtual (that is, simulated) prototypes of advanced space suits, cockpits, and robots to enhance the productivity, comfort, and safety of astronauts. The unique ability to implement human-in-the-loop immersion also makes the C-VEST software potentially valuable for use in commercial and academic settings beyond the original space-mission setting.
feature extraction, human-computer interaction, and physics-based modeling. Professional Experience 2009 ., computer science, University of Colorado at Boulder M.S., computer science, University of Colorado at Boulder B.S., computer science, New Mexico Institute of Mining and Technology
Can Machines Think? Interaction and Perspective Taking with Robots Investigated via fMRI
Krach, Sören; Hegel, Frank; Wrede, Britta; Sagerer, Gerhard; Binkofski, Ferdinand; Kircher, Tilo
2008-01-01
Background When our PC goes on strike again we tend to curse it as if it were a human being. Why and under which circumstances do we attribute human-like properties to machines? Although humans increasingly interact directly with machines it remains unclear whether humans implicitly attribute intentions to them and, if so, whether such interactions resemble human-human interactions on a neural level. In social cognitive neuroscience the ability to attribute intentions and desires to others is being referred to as having a Theory of Mind (ToM). With the present study we investigated whether an increase of human-likeness of interaction partners modulates the participants' ToM associated cortical activity. Methodology/Principal Findings By means of functional magnetic resonance imaging (subjects n = 20) we investigated cortical activity modulation during highly interactive human-robot game. Increasing degrees of human-likeness for the game partner were introduced by means of a computer partner, a functional robot, an anthropomorphic robot and a human partner. The classical iterated prisoner's dilemma game was applied as experimental task which allowed for an implicit detection of ToM associated cortical activity. During the experiment participants always played against a random sequence unknowingly to them. Irrespective of the surmised interaction partners' responses participants indicated having experienced more fun and competition in the interaction with increasing human-like features of their partners. Parametric modulation of the functional imaging data revealed a highly significant linear increase of cortical activity in the medial frontal cortex as well as in the right temporo-parietal junction in correspondence with the increase of human-likeness of the interaction partner (computer
Can machines think? Interaction and perspective taking with robots investigated via fMRI.
Krach, Sören; Hegel, Frank; Wrede, Britta; Sagerer, Gerhard; Binkofski, Ferdinand; Kircher, Tilo
2008-07-09
When our PC goes on strike again we tend to curse it as if it were a human being. Why and under which circumstances do we attribute human-like properties to machines? Although humans increasingly interact directly with machines it remains unclear whether humans implicitly attribute intentions to them and, if so, whether such interactions resemble human-human interactions on a neural level. In social cognitive neuroscience the ability to attribute intentions and desires to others is being referred to as having a Theory of Mind (ToM). With the present study we investigated whether an increase of human-likeness of interaction partners modulates the participants' ToM associated cortical activity. By means of functional magnetic resonance imaging (subjects n = 20) we investigated cortical activity modulation during highly interactive human-robot game. Increasing degrees of human-likeness for the game partner were introduced by means of a computer partner, a functional robot, an anthropomorphic robot and a human partner. The classical iterated prisoner's dilemma game was applied as experimental task which allowed for an implicit detection of ToM associated cortical activity. During the experiment participants always played against a random sequence unknowingly to them. Irrespective of the surmised interaction partners' responses participants indicated having experienced more fun and competition in the interaction with increasing human-like features of their partners. Parametric modulation of the functional imaging data revealed a highly significant linear increase of cortical activity in the medial frontal cortex as well as in the right temporo-parietal junction in correspondence with the increase of human-likeness of the interaction partner (computer
Implicit prosody mining based on the human eye image capture technology
NASA Astrophysics Data System (ADS)
Gao, Pei-pei; Liu, Feng
2013-08-01
The technology of eye tracker has become the main methods of analyzing the recognition issues in human-computer interaction. Human eye image capture is the key problem of the eye tracking. Based on further research, a new human-computer interaction method introduced to enrich the form of speech synthetic. We propose a method of Implicit Prosody mining based on the human eye image capture technology to extract the parameters from the image of human eyes when reading, control and drive prosody generation in speech synthesis, and establish prosodic model with high simulation accuracy. Duration model is key issues for prosody generation. For the duration model, this paper put forward a new idea for obtaining gaze duration of eyes when reading based on the eye image capture technology, and synchronous controlling this duration and pronunciation duration in speech synthesis. The movement of human eyes during reading is a comprehensive multi-factor interactive process, such as gaze, twitching and backsight. Therefore, how to extract the appropriate information from the image of human eyes need to be considered and the gaze regularity of eyes need to be obtained as references of modeling. Based on the analysis of current three kinds of eye movement control model and the characteristics of the Implicit Prosody reading, relative independence between speech processing system of text and eye movement control system was discussed. It was proved that under the same text familiarity condition, gaze duration of eyes when reading and internal voice pronunciation duration are synchronous. The eye gaze duration model based on the Chinese language level prosodic structure was presented to change previous methods of machine learning and probability forecasting, obtain readers' real internal reading rhythm and to synthesize voice with personalized rhythm. This research will enrich human-computer interactive form, and will be practical significance and application prospect in terms of disabled assisted speech interaction. Experiments show that Implicit Prosody mining based on the human eye image capture technology makes the synthesized speech has more flexible expressions.
Eye Tracking Based Control System for Natural Human-Computer Interaction
Lin, Shu-Fan
2017-01-01
Eye movement can be regarded as a pivotal real-time input medium for human-computer communication, which is especially important for people with physical disability. In order to improve the reliability, mobility, and usability of eye tracking technique in user-computer dialogue, a novel eye control system with integrating both mouse and keyboard functions is proposed in this paper. The proposed system focuses on providing a simple and convenient interactive mode by only using user's eye. The usage flow of the proposed system is designed to perfectly follow human natural habits. Additionally, a magnifier module is proposed to allow the accurate operation. In the experiment, two interactive tasks with different difficulty (searching article and browsing multimedia web) were done to compare the proposed eye control tool with an existing system. The Technology Acceptance Model (TAM) measures are used to evaluate the perceived effectiveness of our system. It is demonstrated that the proposed system is very effective with regard to usability and interface design. PMID:29403528
Eye Tracking Based Control System for Natural Human-Computer Interaction.
Zhang, Xuebai; Liu, Xiaolong; Yuan, Shyan-Ming; Lin, Shu-Fan
2017-01-01
Eye movement can be regarded as a pivotal real-time input medium for human-computer communication, which is especially important for people with physical disability. In order to improve the reliability, mobility, and usability of eye tracking technique in user-computer dialogue, a novel eye control system with integrating both mouse and keyboard functions is proposed in this paper. The proposed system focuses on providing a simple and convenient interactive mode by only using user's eye. The usage flow of the proposed system is designed to perfectly follow human natural habits. Additionally, a magnifier module is proposed to allow the accurate operation. In the experiment, two interactive tasks with different difficulty (searching article and browsing multimedia web) were done to compare the proposed eye control tool with an existing system. The Technology Acceptance Model (TAM) measures are used to evaluate the perceived effectiveness of our system. It is demonstrated that the proposed system is very effective with regard to usability and interface design.
Reproducible research in palaeomagnetism
NASA Astrophysics Data System (ADS)
Lurcock, Pontus; Florindo, Fabio
2015-04-01
The reproducibility of research findings is attracting increasing attention across all scientific disciplines. In palaeomagnetism as elsewhere, computer-based analysis techniques are becoming more commonplace, complex, and diverse. Analyses can often be difficult to reproduce from scratch, both for the original researchers and for others seeking to build on the work. We present a palaeomagnetic plotting and analysis program designed to make reproducibility easier. Part of the problem is the divide between interactive and scripted (batch) analysis programs. An interactive desktop program with a graphical interface is a powerful tool for exploring data and iteratively refining analyses, but usually cannot operate without human interaction. This makes it impossible to re-run an analysis automatically, or to integrate it into a larger automated scientific workflow - for example, a script to generate figures and tables for a paper. In some cases the parameters of the analysis process itself are not saved explicitly, making it hard to repeat or improve the analysis even with human interaction. Conversely, non-interactive batch tools can be controlled by pre-written scripts and configuration files, allowing an analysis to be 'replayed' automatically from the raw data. However, this advantage comes at the expense of exploratory capability: iteratively improving an analysis entails a time-consuming cycle of editing scripts, running them, and viewing the output. Batch tools also tend to require more computer expertise from their users. PuffinPlot is a palaeomagnetic plotting and analysis program which aims to bridge this gap. First released in 2012, it offers both an interactive, user-friendly desktop interface and a batch scripting interface, both making use of the same core library of palaeomagnetic functions. We present new improvements to the program that help to integrate the interactive and batch approaches, allowing an analysis to be interactively explored and refined, then saved as a self-contained configuration which can be re-run without human interaction. PuffinPlot can thus be used as a component of a larger scientific workflow, integrated with workflow management tools such as Kepler, without compromising its capabilities as an exploratory tool. Since both PuffinPlot and the platform it runs on (Java) are Free/Open Source software, even the most fundamental components of an analysis can be verified and reproduced.
Human/computer control of undersea teleoperators
NASA Technical Reports Server (NTRS)
Sheridan, T. B.; Verplank, W. L.; Brooks, T. L.
1978-01-01
The potential of supervisory controlled teleoperators for accomplishment of manipulation and sensory tasks in deep ocean environments is discussed. Teleoperators and supervisory control are defined, the current problems of human divers are reviewed, and some assertions are made about why supervisory control has potential use to replace and extend human diver capabilities. The relative roles of man and computer and the variables involved in man-computer interaction are next discussed. Finally, a detailed description of a supervisory controlled teleoperator system, SUPERMAN, is presented.
An Overview of Computer-Based Natural Language Processing.
ERIC Educational Resources Information Center
Gevarter, William B.
Computer-based Natural Language Processing (NLP) is the key to enabling humans and their computer-based creations to interact with machines using natural languages (English, Japanese, German, etc.) rather than formal computer languages. NLP is a major research area in the fields of artificial intelligence and computational linguistics. Commercial…
Introduction to This Special Issue on Context-Aware Computing.
ERIC Educational Resources Information Center
Moran, Thomas P.; Dourish, Paul
2001-01-01
Discusses pervasive, or ubiquitous, computing; explains the notion of context; and defines context-aware computing as the key to disperse and enmesh computation into our lives. Considers context awareness in human-computer interaction and describes the broad topic areas of the essays included in this special issue. (LRW)
Developing the human-computer interface for Space Station Freedom
NASA Technical Reports Server (NTRS)
Holden, Kritina L.
1991-01-01
For the past two years, the Human-Computer Interaction Laboratory (HCIL) at the Johnson Space Center has been involved in prototyping and prototype reviews of in support of the definition phase of the Space Station Freedom program. On the Space Station, crew members will be interacting with multi-monitor workstations where interaction with several displays at one time will be common. The HCIL has conducted several experiments to begin to address design issues for this complex system. Experiments have dealt with design of ON/OFF indicators, the movement of the cursor across multiple monitors, and the importance of various windowing capabilities for users performing multiple tasks simultaneously.
Novel 3-D Computer Model Can Help Predict Pathogens’ Roles in Cancer | Poster
To understand how bacterial and viral infections contribute to human cancers, four NCI at Frederick scientists turned not to the lab bench, but to a computer. The team has created the world’s first—and currently, only—3-D computational approach for studying interactions between pathogen proteins and human proteins based on a molecular adaptation known as interface mimicry.
A Qualitative Model of Human Interaction with Complex Dynamic Systems
NASA Technical Reports Server (NTRS)
Hess, Ronald A.
1987-01-01
A qualitative model describing human interaction with complex dynamic systems is developed. The model is hierarchical in nature and consists of three parts: a behavior generator, an internal model, and a sensory information processor. The behavior generator is responsible for action decomposition, turning higher level goals or missions into physical action at the human-machine interface. The internal model is an internal representation of the environment which the human is assumed to possess and is divided into four submodel categories. The sensory information processor is responsible for sensory composition. All three parts of the model act in consort to allow anticipatory behavior on the part of the human in goal-directed interaction with dynamic systems. Human workload and error are interpreted in this framework, and the familiar example of an automobile commute is used to illustrate the nature of the activity in the three model elements. Finally, with the qualitative model as a guide, verbal protocols from a manned simulation study of a helicopter instrument landing task are analyzed with particular emphasis on the effect of automation on human-machine performance.
A qualitative model of human interaction with complex dynamic systems
NASA Technical Reports Server (NTRS)
Hess, Ronald A.
1987-01-01
A qualitative model describing human interaction with complex dynamic systems is developed. The model is hierarchical in nature and consists of three parts: a behavior generator, an internal model, and a sensory information processor. The behavior generator is responsible for action decomposition, turning higher level goals or missions into physical action at the human-machine interface. The internal model is an internal representation of the environment which the human is assumed to possess and is divided into four submodel categories. The sensory information processor is responsible for sensory composition. All three parts of the model act in consort to allow anticipatory behavior on the part of the human in goal-directed interaction with dynamic systems. Human workload and error are interpreted in this framework, and the familiar example of an automobile commute is used to illustrate the nature of the activity in the three model elements. Finally, with the qualitative model as a guide, verbal protocols from a manned simulation study of a helicopter instrument landing task are analyzed with particular emphasis on the effect of automation on human-machine performance.
ERIC Educational Resources Information Center
Tardif-Williams, Christine Y.; Owen, Frances; Feldman, Maurice; Tarulli, Donato; Griffiths, Dorothy; Sales, Carol; McQueen-Fuentes, Glenys; Stoner, Karen
2007-01-01
We tested the effectiveness of an interactive, video CD-ROM in teaching persons with intellectual disabilities (ID) about their human rights. Thirty-nine participants with ID were trained using both a classroom activity-based version of the training program and the interactive CD-ROM in a counterbalanced presentation. All individuals were pre- and…
[Characteristics of autonomic status in employees working with computers].
Vlasova, E M; Zaĭtseva, N V; Maliutina, N N
2011-01-01
Human evolution is accompanied by "sensible thoughts" spread to all spheres of occupational activities. One can hardly find an industrial enterprise without computers. In contemporary industry, health care in conditions of humans and computers interaction and evaluation of harm in computer users remain topical. Social and occupational environment is not always comfortable for human body. Changes is occupational conditions, with wide use of computer technologies, decrease role of manual labour and increase role of intellectual work from the one hand, but from the other hand, chasing economic profit alters individual "comfort zone" due to constant psychoemotional stress and causes "burnout". Being healthy in constant stress is impossible.
NASA Technical Reports Server (NTRS)
1990-01-01
While a new technology called 'virtual reality' is still at the 'ground floor' level, one of its basic components, 3D computer graphics is already in wide commercial use and expanding. Other components that permit a human operator to 'virtually' explore an artificial environment and to interact with it are being demonstrated routinely at Ames and elsewhere. Virtual reality might be defined as an environment capable of being virtually entered - telepresence, it is called - or interacted with by a human. The Virtual Interface Environment Workstation (VIEW) is a head-mounted stereoscopic display system in which the display may be an artificial computer-generated environment or a real environment relayed from remote video cameras. Operator can 'step into' this environment and interact with it. The DataGlove has a series of fiber optic cables and sensors that detect any movement of the wearer's fingers and transmit the information to a host computer; a computer generated image of the hand will move exactly as the operator is moving his gloved hand. With appropriate software, the operator can use the glove to interact with the computer scene by grasping an object. The DataSuit is a sensor equipped full body garment that greatly increases the sphere of performance for virtual reality simulations.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Ronald L. Boring; David I. Gertman; Jeffrey C. Joe
2005-09-01
An ongoing issue within human-computer interaction (HCI) is the need for simplified or “discount” methods. The current economic slowdown has necessitated innovative methods that are results driven and cost effective. The myriad methods of design and usability are currently being cost-justified, and new techniques are actively being explored that meet current budgets and needs. Recent efforts in human reliability analysis (HRA) are highlighted by the ten-year development of the Standardized Plant Analysis Risk HRA (SPAR-H) method. The SPAR-H method has been used primarily for determining humancentered risk at nuclear power plants. The SPAR-H method, however, shares task analysis underpinnings withmore » HCI. Despite this methodological overlap, there is currently no HRA approach deployed in heuristic usability evaluation. This paper presents an extension of the existing SPAR-H method to be used as part of heuristic usability evaluation in HCI.« less
A prisoner's dilemma experiment on cooperation with people and human-like computers.
Kiesler, S; Sproull, L; Waters, K
1996-01-01
The authors investigated basic properties of social exchange and interaction with technology in an experiment on cooperation with a human-like computer partner or a real human partner. Talking with a computer partner may trigger social identity feelings or commitment norms. Participants played a prisoner's dilemma game with a confederate or a computer partner. Discussion, inducements to make promises, and partner cooperation varied across trials. On Trial 1, after discussion, most participants proposed cooperation. They kept their promises as much with a text-only computer as with a person, but less with a more human-like computer. Cooperation dropped sharply when any partner avoided discussion. The strong impact of discussion fits a social contract explanation of cooperation following discussion. Participants broke their promises to a computer more than to a person, however, indicating that people make heterogeneous commitments.
ERIC Educational Resources Information Center
McCartney, Robert; Tenenberg, Josh
2008-01-01
Some have proposed that realistic problem situations are better for learning. This issue contains two articles that examine the effects of "making it real" in computer architecture and human-computer interaction.
ERIC Educational Resources Information Center
Tung, Fang-Wu; Deng, Yi-Shin
2006-01-01
The "computers are social actors" paradigm asserts that human-to-computer interactions are fundamentally social responses. Earlier research has shown that effective management of the social presence in user interface design can improve user engagement and motivation. Much of this research has focused on adult subjects. This study…
A Kinect-Based Assessment System for Smart Classroom
ERIC Educational Resources Information Center
Kumara, W. G. C. W.; Wattanachote, Kanoksak; Battulga, Batbaatar; Shih, Timothy K.; Hwang, Wu-Yuin
2015-01-01
With the advancements of the human computer interaction field, nowadays it is possible for the users to use their body motions, such as swiping, pushing and moving, to interact with the content of computers or smart phones without traditional input devices like mouse and keyboard. With the introduction of gesture-based interface Kinect from…
Enrichment of Human-Computer Interaction in Brain-Computer Interfaces via Virtual Environments
Víctor Rodrigo, Mercado-García
2017-01-01
Tridimensional representations stimulate cognitive processes that are the core and foundation of human-computer interaction (HCI). Those cognitive processes take place while a user navigates and explores a virtual environment (VE) and are mainly related to spatial memory storage, attention, and perception. VEs have many distinctive features (e.g., involvement, immersion, and presence) that can significantly improve HCI in highly demanding and interactive systems such as brain-computer interfaces (BCI). BCI is as a nonmuscular communication channel that attempts to reestablish the interaction between an individual and his/her environment. Although BCI research started in the sixties, this technology is not efficient or reliable yet for everyone at any time. Over the past few years, researchers have argued that main BCI flaws could be associated with HCI issues. The evidence presented thus far shows that VEs can (1) set out working environmental conditions, (2) maximize the efficiency of BCI control panels, (3) implement navigation systems based not only on user intentions but also on user emotions, and (4) regulate user mental state to increase the differentiation between control and noncontrol modalities. PMID:29317861
Cynicism, anger and cardiovascular reactivity during anger recall and human-computer interaction.
Why, Yong Peng; Johnston, Derek W
2008-06-01
Cynicism moderated by interpersonal anger has been found to be related to cardiovascular reactivity. This paper reports two studies; Study 1 used an Anger Recall task, which aroused interpersonal anger, while participants in Study 2 engaged in a multitasking computer task, which aroused non-interpersonal anger via systematic manipulation of the functioning of the computer mouse. The Cynicism by State Anger interaction was significant for blood pressure arousal in Study 2 but not for Study 1: in Study 2, when State Anger was high, cynicism was positively related to blood pressure arousal but when State Anger was low, cynicism was negatively related to blood pressure arousal. For both studies, when State Anger was low, cynicism was positively related to cardiac output arousal and negatively related to vascular arousal. The results suggest that Cynicism-State Anger interaction can be generalised to non-social anger-arousing situations for hemodynamic processes but blood pressure reactivity is task-dependent. The implication for the role of job control and cardiovascular health during human-computer interactions is discussed.
Integration of Ausubelian Learning Theory and Educational Computing.
ERIC Educational Resources Information Center
Heinze-Fry, Jane A.; And Others
1984-01-01
Examines possible benefits when Ausubelian learning approaches are integrated into computer-assisted instruction, presenting an example of this integration in a computer program dealing with introductory ecology concepts. The four program parts (tutorial, interactive concept mapping, simulations, and vee-mapping) are described. (JN)
Learning by Communicating in Natural Language with Conversational Agents
ERIC Educational Resources Information Center
Graesser, Arthur; Li, Haiying; Forsyth, Carol
2014-01-01
Learning is facilitated by conversational interactions both with human tutors and with computer agents that simulate human tutoring and ideal pedagogical strategies. In this article, we describe some intelligent tutoring systems (e.g., AutoTutor) in which agents interact with students in natural language while being sensitive to their cognitive…
Artificial Intelligence and the Teaching of Reading and Writing by Computers.
ERIC Educational Resources Information Center
Balajthy, Ernest
1985-01-01
Discusses how computers can "converse" with students for teaching purposes, demonstrates how these interactions are becoming more complex, and explains how the computer's role is becoming more "human" in giving intelligent responses to students. (HOD)
1991-07-01
authoring systems. Concurrently, great strides in computer-aided design and computer-aided maintenance have contributed to this capability. 12 Junod ...J.; William A. Nugent; and L. John Junod . Plan for the Navy/Air Force Test of the Interactive Electronic Technical Manual (IETM) at Cecil Field...AFHRL Logistics and Human Factors Division, WPAFB. Aug 1990. 12. Junod , John L. PY90 Interactive Electronic Technical Manual (IETM) Portable Delivery
ERIC Educational Resources Information Center
Ramsay, Judith; Terras, Melody M.
2015-01-01
The use of technology to support learning is well recognised. One generation ago a major strand of human--computer interaction research focussed on the development of forms of instruction in how to interact with computers. Today, however, the advanced usability of modern technologies has all but removed the presence of many user manuals. Learners,…
Kolodny, Oren; Feldman, Marcus W.
2017-01-01
Evidence for interactions between populations plays a prominent role in the reconstruction of historical and prehistoric human dynamics; these interactions are usually interpreted to reflect cultural practices or demographic processes. The sharp increase in long-distance transportation of lithic material between the Middle and Upper Palaeolithic, for example, is seen as a manifestation of the cultural revolution that defined the transition between these epochs. Here, we propose that population interaction is not only a reflection of cultural change but also a potential driver of it. We explore the possible effects of inter-population migration on cultural evolution when migrating individuals possess core technological knowledge from their original population. Using a computational framework of cultural evolution that incorporates realistic aspects of human innovation processes, we show that migration can lead to a range of outcomes, including punctuated but transient increases in cultural complexity, an increase of cultural complexity to an elevated steady state and the emergence of a positive feedback loop that drives ongoing acceleration in cultural accumulation. Our findings suggest that population contact may have played a crucial role in the evolution of hominin cultures and propose explanations for observations of Palaeolithic cultural change whose interpretations have been hotly debated. PMID:28468920
2017-11-13
behavior . The International Journal of Human-Computer Studies , 108, 105-121. https://doi.org/10.1016/j.ijhcs.2017.06.006 A second journal article...documenting the erroneous behavior generation approach and the case study analyses is currently being written. Planned submission is Spring 2017. RPPR...Belvoir, 2010. [3] A task-based taxonomy of erroneous human behavior . International Journal of Human-Computer Studies , 108:105–121, 2017. [4] M. L
NASA Astrophysics Data System (ADS)
Tu, Shiqi; Yuan, Guo-Cheng; Shao, Zhen
2017-01-01
Recently, long non-coding RNAs (lncRNAs) have emerged as an important class of molecules involved in many cellular processes. One of their primary functions is to shape epigenetic landscape through interactions with chromatin modifying proteins. However, mechanisms contributing to the specificity of such interactions remain poorly understood. Here we took the human and mouse lncRNAs that were experimentally determined to have physical interactions with Polycomb repressive complex 2 (PRC2), and systematically investigated the sequence features of these lncRNAs by developing a new computational pipeline for sequences composition analysis, in which each sequence is considered as a series of transitions between adjacent nucleotides. Through that, PRC2-binding lncRNAs were found to be associated with a set of distinctive and evolutionarily conserved sequence features, which can be utilized to distinguish them from the others with considerable accuracy. We further identified fragments of PRC2-binding lncRNAs that are enriched with these sequence features, and found they show strong PRC2-binding signals and are more highly conserved across species than the other parts, implying their functional importance.
A rule based computer aided design system
NASA Technical Reports Server (NTRS)
Premack, T.
1986-01-01
A Computer Aided Design (CAD) system is presented which supports the iterative process of design, the dimensional continuity between mating parts, and the hierarchical structure of the parts in their assembled configuration. Prolog, an interactive logic programming language, is used to represent and interpret the data base. The solid geometry representing the parts is defined in parameterized form using the swept volume method. The system is demonstrated with a design of a spring piston.
Human-Computer Interaction and Information Management Research Needs
2003-10-01
Davis Highway, Suite 1204, Arlington VA 22202-4302. Respondents should be aware that notwithstanding any other provision of law, no person shall be...hand-held personal digital assistants, networked sensors and actuators, and low-power computers on satellites. 5 most complex tools that humans have...calculations using data on external media such as tapes evolved into our multi-functional 21st century systems. More ideas came as networks of computing
ERIC Educational Resources Information Center
VanLehn, Kurt
2011-01-01
This article is a review of experiments comparing the effectiveness of human tutoring, computer tutoring, and no tutoring. "No tutoring" refers to instruction that teaches the same content without tutoring. The computer tutoring systems were divided by their granularity of the user interface interaction into answer-based, step-based, and…
Mind, Brain, and Education in the Digital Era
ERIC Educational Resources Information Center
Battro, Antonio M.; Fischer, Kurt W.
2012-01-01
Computers are everywhere, and they are transforming the human world. The technology of computers and the Internet is radically changing the ways that people learn and communicate. In the midst of this technology-driven revolution people need to examine the changes to analyze how they are altering interaction and human culture. The changes have…
Loyalty to Computer Terminals: Is it Anthropomorphism or Consistency?
ERIC Educational Resources Information Center
Sundar, S. Shyam
2004-01-01
The psychological tendency to behave socially with a computer is quite well documented in the literature. But does the short-term socialness of human-computer interaction extend over to long-term social relationships with computers? In particular, do we show loyalty to particular computer terminals over a period of time? An electronic observation…
Advances in Human-Computer Interaction: Graphics and Animation Components for Interface Design
NASA Astrophysics Data System (ADS)
Cipolla Ficarra, Francisco V.; Nicol, Emma; Cipolla-Ficarra, Miguel; Richardson, Lucy
We present an analysis of communicability methodology in graphics and animation components for interface design, called CAN (Communicability, Acceptability and Novelty). This methodology has been under development between 2005 and 2010, obtaining excellent results in cultural heritage, education and microcomputing contexts. In studies where there is a bi-directional interrelation between ergonomics, usability, user-centered design, software quality and the human-computer interaction. We also present the heuristic results about iconography and layout design in blogs and websites of the following countries: Spain, Italy, Portugal and France.
NASA Astrophysics Data System (ADS)
Mullen, Katharine M.
Human-technology integration is the replacement of human parts and extension of human capabilities with engineered devices and substrates. Its result is hybrid biological-artificial systems. We discuss here four categories of products furthering human-technology integration: wearable computers, pervasive computing environments, engineered tissues and organs, and prosthetics, and introduce examples of currently realized systems in each category. We then note that realization of a completely artificial sytem via the path of human-technology integration presents the prospect of empirical confirmation of an aware artificially embodied system.
BaffleText: a Human Interactive Proof
NASA Astrophysics Data System (ADS)
Chew, Monica; Baird, Henry S.
2003-01-01
Internet services designed for human use are being abused by programs. We present a defense against such attacks in the form of a CAPTCHA (Completely Automatic Public Turing test to tell Computers and Humans Apart) that exploits the difference in ability between humans and machines in reading images of text. CAPTCHAs are a special case of 'human interactive proofs,' a broad class of security protocols that allow people to identify themselves over networks as members of given groups. We point out vulnerabilities of reading-based CAPTCHAs to dictionary and computer-vision attacks. We also draw on the literature on the psychophysics of human reading, which suggests fresh defenses available to CAPTCHAs. Motivated by these considerations, we propose BaffleText, a CAPTCHA which uses non-English pronounceable words to defend against dictionary attacks, and Gestalt-motivated image-masking degradations to defend against image restoration attacks. Experiments on human subjects confirm the human legibility and user acceptance of BaffleText images. We have found an image-complexity measure that correlates well with user acceptance and assists in engineering the generation of challenges to fit the ability gap. Recent computer-vision attacks, run independently by Mori and Jitendra, suggest that BaffleText is stronger than two existing CAPTCHAs.
An interactive wire-wrap board layout program
NASA Technical Reports Server (NTRS)
Schlutsmeyer, A.
1987-01-01
An interactive computer-graphics-based tool for specifying the placement of electronic parts on a wire-wrap circuit board is presented. Input is a data file (currently produced by a commercial logic design system) which describes the parts used and their interconnections. Output includes printed reports describing the parts and wire paths, parts counts, placement lists, board drawing, and a tape to send to the wire-wrap vendor. The program should reduce the engineer's layout time by a factor of 3 to 5 as compared to manual methods.
Developing an educational curriculum for EnviroAtlas ...
EnviroAtlas is a web-based tool developed by the EPA and its partners, which provides interactive tools and resources for users to explore the benefits that people receive from nature, often referred to as ecosystem goods and services.Ecosystem goods and services are important to human health and well-being. Using EnviroAtlas, users can access, view, and analyze diverse information to better understand the potential impacts of decisions. EnviroAtlas provides two primary tools, the Interactive Map and the Eco-Health Relationship Browser. EnviroAtlas integrates geospatial data from a variety of sources so that users can visualize the impacts of decision-making on ecosystems. The Interactive Map allows users to investigate various ecosystem elements (i.e. land cover, pollution, and community development) and compare them across localities in the United States. The best part of the Interactive Map is that it does not require specialized software for map application; rather, it requires only a computer and an internet connection. As such, it can be used as a powerful educational tool. The Eco-Health Relationship Browser is also a web-based, highly interactive tool that uses existing scientific literature to visually demonstrate the connections between the environment and human health.As an ASPPH/EPA Fellow with a background in environmental science and secondary science education, I am currently developing an educational curriculum to support the EnviroAtlas to
Visual Environments for CFD Research
NASA Technical Reports Server (NTRS)
Watson, Val; George, Michael W. (Technical Monitor)
1994-01-01
This viewgraph presentation gives an overview of the visual environments for computational fluid dynamics (CFD) research. It includes details on critical needs from the future computer environment, features needed to attain this environment, prospects for changes in and the impact of the visualization revolution on the human-computer interface, human processing capabilities, limits of personal environment and the extension of that environment with computers. Information is given on the need for more 'visual' thinking (including instances of visual thinking), an evaluation of the alternate approaches for and levels of interactive computer graphics, a visual analysis of computational fluid dynamics, and an analysis of visualization software.
A State Cyber Hub Operations Framework
2016-06-01
to communicate and sense or interact with their internal states or the external environment. Machine Learning: A type of artificial intelligence that... artificial intelligence , and computational linguistics concerned with the interactions between computers and human (natural) languages. Patching: A piece...formalizing a proof of concept for cyber initiatives and developed frameworks for operationalizing the data and intelligence produced across state
Visual Debugging of Object-Oriented Systems With the Unified Modeling Language
2004-03-01
to be “the systematic and imaginative use of the technology of interactive computer graphics and the disciplines of graphic design , typography ... Graphics volume 23 no 6, pp893-901, 1999. [SHN98] Shneiderman, B. Designing the User Interface. Strategies for Effective Human-Computer Interaction...System Design Objectives ................................................................................ 44 3.3 System Architecture
77 FR 62216 - Submission for OMB Review; Comment Request
Federal Register 2010, 2011, 2012, 2013, 2014
2012-10-12
... NIST researchers to study human-computer interactions and help establish guidelines and standards for more effective and efficient interactions. Affected Public: Individual or households; State, Local or...
NASA Technical Reports Server (NTRS)
Chu, Y.-Y.; Rouse, W. B.
1979-01-01
As human and computer come to have overlapping decisionmaking abilities, a dynamic or adaptive allocation of responsibilities may be the best mode of human-computer interaction. It is suggested that the computer serve as a backup decisionmaker, accepting responsibility when human workload becomes excessive and relinquishing responsibility when workload becomes acceptable. A queueing theory formulation of multitask decisionmaking is used and a threshold policy for turning the computer on/off is proposed. This policy minimizes event-waiting cost subject to human workload constraints. An experiment was conducted with a balanced design of several subject runs within a computer-aided multitask flight management situation with different task demand levels. It was found that computer aiding enhanced subsystem performance as well as subjective ratings. The queueing model appears to be an adequate representation of the multitask decisionmaking situation, and to be capable of predicting system performance in terms of average waiting time and server occupancy. Server occupancy was further found to correlate highly with the subjective effort ratings.
A Novel Computer-Based Set-Up to Study Movement Coordination in Human Ensembles
Alderisio, Francesco; Lombardi, Maria; Fiore, Gianfranco; di Bernardo, Mario
2017-01-01
Existing experimental works on movement coordination in human ensembles mostly investigate situations where each subject is connected to all the others through direct visual and auditory coupling, so that unavoidable social interaction affects their coordination level. Here, we present a novel computer-based set-up to study movement coordination in human groups so as to minimize the influence of social interaction among participants and implement different visual pairings between them. In so doing, players can only take into consideration the motion of a designated subset of the others. This allows the evaluation of the exclusive effects on coordination of the structure of interconnections among the players in the group and their own dynamics. In addition, our set-up enables the deployment of virtual computer players to investigate dyadic interaction between a human and a virtual agent, as well as group synchronization in mixed teams of human and virtual agents. We show how this novel set-up can be employed to study coordination both in dyads and in groups over different structures of interconnections, in the presence as well as in the absence of virtual agents acting as followers or leaders. Finally, in order to illustrate the capabilities of the architecture, we describe some preliminary results. The platform is available to any researcher who wishes to unfold the mechanisms underlying group synchronization in human ensembles and shed light on its socio-psychological aspects. PMID:28649217
NASA Technical Reports Server (NTRS)
Keller, Richard M.
1991-01-01
The construction of scientific software models is an integral part of doing science, both within NASA and within the scientific community at large. Typically, model-building is a time-intensive and painstaking process, involving the design of very large, complex computer programs. Despite the considerable expenditure of resources involved, completed scientific models cannot easily be distributed and shared with the larger scientific community due to the low-level, idiosyncratic nature of the implemented code. To address this problem, we have initiated a research project aimed at constructing a software tool called the Scientific Modeling Assistant. This tool provides automated assistance to the scientist in developing, using, and sharing software models. We describe the Scientific Modeling Assistant, and also touch on some human-machine interaction issues relevant to building a successful tool of this type.
1981-02-01
Continue on tevetee «Id* If necemtery mid Identify br black number) Battlefield automated systems Human- computer interaction. Design criteria System...Report (this report) In-Depth Analyses of Individual Systems A. Tactical Fire Direction System (TACFIRE) (RP 81-26) B. Tactical Computer Terminal...select the design features and operating procedures of the human- computer Interface which best match the require- ments and capabilities of anticipated
Collaborative real-time motion video analysis by human observer and image exploitation algorithms
NASA Astrophysics Data System (ADS)
Hild, Jutta; Krüger, Wolfgang; Brüstle, Stefan; Trantelle, Patrick; Unmüßig, Gabriel; Heinze, Norbert; Peinsipp-Byma, Elisabeth; Beyerer, Jürgen
2015-05-01
Motion video analysis is a challenging task, especially in real-time applications. In most safety and security critical applications, a human observer is an obligatory part of the overall analysis system. Over the last years, substantial progress has been made in the development of automated image exploitation algorithms. Hence, we investigate how the benefits of automated video analysis can be integrated suitably into the current video exploitation systems. In this paper, a system design is introduced which strives to combine both the qualities of the human observer's perception and the automated algorithms, thus aiming to improve the overall performance of a real-time video analysis system. The system design builds on prior work where we showed the benefits for the human observer by means of a user interface which utilizes the human visual focus of attention revealed by the eye gaze direction for interaction with the image exploitation system; eye tracker-based interaction allows much faster, more convenient, and equally precise moving target acquisition in video images than traditional computer mouse selection. The system design also builds on prior work we did on automated target detection, segmentation, and tracking algorithms. Beside the system design, a first pilot study is presented, where we investigated how the participants (all non-experts in video analysis) performed in initializing an object tracking subsystem by selecting a target for tracking. Preliminary results show that the gaze + key press technique is an effective, efficient, and easy to use interaction technique when performing selection operations on moving targets in videos in order to initialize an object tracking function.
Protein-protein interaction inference based on semantic similarity of Gene Ontology terms.
Zhang, Shu-Bo; Tang, Qiang-Rong
2016-07-21
Identifying protein-protein interactions is important in molecular biology. Experimental methods to this issue have their limitations, and computational approaches have attracted more and more attentions from the biological community. The semantic similarity derived from the Gene Ontology (GO) annotation has been regarded as one of the most powerful indicators for protein interaction. However, conventional methods based on GO similarity fail to take advantage of the specificity of GO terms in the ontology graph. We proposed a GO-based method to predict protein-protein interaction by integrating different kinds of similarity measures derived from the intrinsic structure of GO graph. We extended five existing methods to derive the semantic similarity measures from the descending part of two GO terms in the GO graph, then adopted a feature integration strategy to combines both the ascending and the descending similarity scores derived from the three sub-ontologies to construct various kinds of features to characterize each protein pair. Support vector machines (SVM) were employed as discriminate classifiers, and five-fold cross validation experiments were conducted on both human and yeast protein-protein interaction datasets to evaluate the performance of different kinds of integrated features, the experimental results suggest the best performance of the feature that combines information from both the ascending and the descending parts of the three ontologies. Our method is appealing for effective prediction of protein-protein interaction. Copyright © 2016 Elsevier Ltd. All rights reserved.
Neural correlate of human reciprocity in social interactions
Sakaiya, Shiro; Shiraito, Yuki; Kato, Junko; Ide, Hiroko; Okada, Kensuke; Takano, Kouji; Kansaku, Kenji
2013-01-01
Reciprocity plays a key role maintaining cooperation in society. However, little is known about the neural process that underpins human reciprocity during social interactions. Our neuroimaging study manipulated partner identity (computer, human) and strategy (random, tit-for-tat) in repeated prisoner's dilemma games and investigated the neural correlate of reciprocal interaction with humans. Reciprocal cooperation with humans but exploitation of computers by defection was associated with activation in the left amygdala. Amygdala activation was also positively and negatively correlated with a preference change for human partners following tit-for-tat and random strategies, respectively. The correlated activation represented the intensity of positive feeling toward reciprocal and negative feeling toward non-reciprocal partners, and so reflected reciprocity in social interaction. Reciprocity in social interaction, however, might plausibly be misinterpreted and so we also examined the neural coding of insight into the reciprocity of partners. Those with and without insight revealed differential brain activation across the reward-related circuitry (i.e., the right middle dorsolateral prefrontal cortex and dorsal caudate) and theory of mind (ToM) regions [i.e., ventromedial prefrontal cortex (VMPFC) and precuneus]. Among differential activations, activation in the precuneus, which accompanied deactivation of the VMPFC, was specific to those without insight into human partners who were engaged in a tit-for-tat strategy. This asymmetric (de)activation might involve specific contributions of ToM regions to the human search for reciprocity. Consequently, the intensity of emotion attached to human reciprocity was represented in the amygdala, whereas insight into the reciprocity of others was reflected in activation across the reward-related and ToM regions. This suggests the critical role of mentalizing, which was not equated with reward expectation during social interactions. PMID:24381534
Neural correlate of human reciprocity in social interactions.
Sakaiya, Shiro; Shiraito, Yuki; Kato, Junko; Ide, Hiroko; Okada, Kensuke; Takano, Kouji; Kansaku, Kenji
2013-01-01
Reciprocity plays a key role maintaining cooperation in society. However, little is known about the neural process that underpins human reciprocity during social interactions. Our neuroimaging study manipulated partner identity (computer, human) and strategy (random, tit-for-tat) in repeated prisoner's dilemma games and investigated the neural correlate of reciprocal interaction with humans. Reciprocal cooperation with humans but exploitation of computers by defection was associated with activation in the left amygdala. Amygdala activation was also positively and negatively correlated with a preference change for human partners following tit-for-tat and random strategies, respectively. The correlated activation represented the intensity of positive feeling toward reciprocal and negative feeling toward non-reciprocal partners, and so reflected reciprocity in social interaction. Reciprocity in social interaction, however, might plausibly be misinterpreted and so we also examined the neural coding of insight into the reciprocity of partners. Those with and without insight revealed differential brain activation across the reward-related circuitry (i.e., the right middle dorsolateral prefrontal cortex and dorsal caudate) and theory of mind (ToM) regions [i.e., ventromedial prefrontal cortex (VMPFC) and precuneus]. Among differential activations, activation in the precuneus, which accompanied deactivation of the VMPFC, was specific to those without insight into human partners who were engaged in a tit-for-tat strategy. This asymmetric (de)activation might involve specific contributions of ToM regions to the human search for reciprocity. Consequently, the intensity of emotion attached to human reciprocity was represented in the amygdala, whereas insight into the reciprocity of others was reflected in activation across the reward-related and ToM regions. This suggests the critical role of mentalizing, which was not equated with reward expectation during social interactions.
eHealth research from the user's perspective.
Hesse, Bradford W; Shneiderman, Ben
2007-05-01
The application of information technology (IT) to issues of healthcare delivery has had a long and tortuous history in the United States. Within the field of eHealth, vanguard applications of advanced computing techniques, such as applications in artificial intelligence or expert systems, have languished in spite of a track record of scholarly publication and decisional accuracy. The problem is one of purpose, of asking the right questions for the science to solve. Historically, many computer science pioneers have been tempted to ask "what can the computer do?" New advances in eHealth are prompting developers to ask "what can people do?" How can eHealth take part in national goals for healthcare reform to empower relationships between healthcare professionals and patients, healthcare teams and families, and hospitals and communities to improve health equitably throughout the population? To do this, eHealth researchers must combine best evidence from the user sciences (human factors engineering, human-computer interaction, psychology, and usability) with best evidence in medicine to create transformational improvements in the quality of care that medicine offers. These improvements should follow recommendations from the Institute of Medicine to create a healthcare system that is (1) safe, (2) effective (evidence based), (3) patient centered, and (4) timely. Relying on the eHealth researcher's intuitive grasp of systems issues, improvements should be made with considerations of users and beneficiaries at the individual (patient-physician), group (family-staff), community, and broad environmental levels.
Dingjan, Tamir; Imberty, Anne; Pérez, Serge; Yuriev, Elizabeth; Ramsland, Paul A.
2017-01-01
Burkholderia ambifaria is an opportunistic respiratory pathogen belonging to the Burkholderia cepacia complex, a collection of species responsible for the rapidly fatal cepacia syndrome in cystic fibrosis patients. A fucose-binding lectin identified in the B. ambifaria genome, BambL, is able to adhere to lung tissue, and may play a role in respiratory infection. X-ray crystallography has revealed the bound complex structures for four fucosylated human blood group epitopes (blood group B, H type 1, H type 2, and Lex determinants). The present study employed computational approaches, including docking and molecular dynamics (MD), to extend the structural analysis of BambL-oligosaccharide complexes to include four additional blood group saccharides (A, Lea, Leb, and Ley) and a library of blood-group-related carbohydrates. Carbohydrate recognition is dominated by interactions with fucose via a hydrogen-bonding network involving Arg15, Glu26, Ala38, and Trp79 and a stacking interaction with Trp74. Additional hydrogen bonds to non-fucose residues are formed with Asp30, Tyr35, Thr36, and Trp74. BambL recognition is dominated by interactions with fucose, but also features interactions with other parts of the ligands that may modulate specificity or affinity. The detailed computational characterization of the BambL carbohydrate-binding site provides guidelines for the future design of lectin inhibitors. PMID:28680402
ERIC Educational Resources Information Center
Codd, Anthony M.; Choudhury, Bipasha
2011-01-01
The use of cadavers to teach anatomy is well established, but limitations with this approach have led to the introduction of alternative teaching methods. One such method is the use of three-dimensional virtual reality computer models. An interactive, three-dimensional computer model of human forearm anterior compartment musculoskeletal anatomy…
Computational and Experimental Approaches to Visual Aesthetics
Brachmann, Anselm; Redies, Christoph
2017-01-01
Aesthetics has been the subject of long-standing debates by philosophers and psychologists alike. In psychology, it is generally agreed that aesthetic experience results from an interaction between perception, cognition, and emotion. By experimental means, this triad has been studied in the field of experimental aesthetics, which aims to gain a better understanding of how aesthetic experience relates to fundamental principles of human visual perception and brain processes. Recently, researchers in computer vision have also gained interest in the topic, giving rise to the field of computational aesthetics. With computing hardware and methodology developing at a high pace, the modeling of perceptually relevant aspect of aesthetic stimuli has a huge potential. In this review, we present an overview of recent developments in computational aesthetics and how they relate to experimental studies. In the first part, we cover topics such as the prediction of ratings, style and artist identification as well as computational methods in art history, such as the detection of influences among artists or forgeries. We also describe currently used computational algorithms, such as classifiers and deep neural networks. In the second part, we summarize results from the field of experimental aesthetics and cover several isolated image properties that are believed to have a effect on the aesthetic appeal of visual stimuli. Their relation to each other and to findings from computational aesthetics are discussed. Moreover, we compare the strategies in the two fields of research and suggest that both fields would greatly profit from a joined research effort. We hope to encourage researchers from both disciplines to work more closely together in order to understand visual aesthetics from an integrated point of view. PMID:29184491
Computational and Experimental Approaches to Visual Aesthetics.
Brachmann, Anselm; Redies, Christoph
2017-01-01
Aesthetics has been the subject of long-standing debates by philosophers and psychologists alike. In psychology, it is generally agreed that aesthetic experience results from an interaction between perception, cognition, and emotion. By experimental means, this triad has been studied in the field of experimental aesthetics , which aims to gain a better understanding of how aesthetic experience relates to fundamental principles of human visual perception and brain processes. Recently, researchers in computer vision have also gained interest in the topic, giving rise to the field of computational aesthetics . With computing hardware and methodology developing at a high pace, the modeling of perceptually relevant aspect of aesthetic stimuli has a huge potential. In this review, we present an overview of recent developments in computational aesthetics and how they relate to experimental studies. In the first part, we cover topics such as the prediction of ratings, style and artist identification as well as computational methods in art history, such as the detection of influences among artists or forgeries. We also describe currently used computational algorithms, such as classifiers and deep neural networks. In the second part, we summarize results from the field of experimental aesthetics and cover several isolated image properties that are believed to have a effect on the aesthetic appeal of visual stimuli. Their relation to each other and to findings from computational aesthetics are discussed. Moreover, we compare the strategies in the two fields of research and suggest that both fields would greatly profit from a joined research effort. We hope to encourage researchers from both disciplines to work more closely together in order to understand visual aesthetics from an integrated point of view.
Deciphering human motion to discriminate social interactions: a developmental neuroimaging study
Sapey-Triomphe, Laurie-Anne; Centelles, Laurie; Roth, Muriel; Fonlupt, Pierre; Hénaff, Marie-Anne; Assaiante, Christine
2017-01-01
Abstract Non-verbal communication plays a major role in social interaction understanding. Using functional magnetic resonance imaging, we explored the development of the neural networks involved in social interaction recognition based on human motion in children (8–11), adolescents (13–17), and adults (20–41). Participants watched point-light videos depicting two actors interacting or moving independently and were asked whether these agents were interacting or not. All groups successfully performed the discrimination task, but children had a lower performance and longer response times than the older groups. In all three groups, the posterior parts of the superior temporal sulci and middle temporal gyri, the inferior frontal gyri and the anterior temporal lobes showed greater activation when observing social interactions. In addition, adolescents and adults recruited the caudate nucleus and some frontal regions that are part of the mirror system. Adults showed greater activations in parietal and frontal regions (part of them belonging to the social brain) than adolescents. An increased number of regions that are part of the mirror system network or the social brain, as well as the caudate nucleus, were recruited with age. In conclusion, a shared set of brain regions enabling the discrimination of social interactions from neutral movements through human motion is already present in 8-year-old children. Developmental processes such as refinements in the social brain and mirror system would help grasping subtle cues in non-verbal aspects of social interactions. PMID:28008075
ERIC Educational Resources Information Center
Goddard, Constance
Computer retailers and manufacturers have found providing appropriate instruction to be an essential part of marketing and selling their products. Most computer stores have classrooms in which courses are offered, providing an informal, interactive atmosphere for the instruction. The microcomputer market has split into two major segments: the…
Program Predicts Time Courses of Human/Computer Interactions
NASA Technical Reports Server (NTRS)
Vera, Alonso; Howes, Andrew
2005-01-01
CPM X is a computer program that predicts sequences of, and amounts of time taken by, routine actions performed by a skilled person performing a task. Unlike programs that simulate the interaction of the person with the task environment, CPM X predicts the time course of events as consequences of encoded constraints on human behavior. The constraints determine which cognitive and environmental processes can occur simultaneously and which have sequential dependencies. The input to CPM X comprises (1) a description of a task and strategy in a hierarchical description language and (2) a description of architectural constraints in the form of rules governing interactions of fundamental cognitive, perceptual, and motor operations. The output of CPM X is a Program Evaluation Review Technique (PERT) chart that presents a schedule of predicted cognitive, motor, and perceptual operators interacting with a task environment. The CPM X program allows direct, a priori prediction of skilled user performance on complex human-machine systems, providing a way to assess critical interfaces before they are deployed in mission contexts.
ERIC Educational Resources Information Center
Hoffman, Daniel L.
2013-01-01
The purpose of the study is to better understand the role of physicality, interactivity, and interface effects in learning with digital content. Drawing on work in cognitive science, human-computer interaction, and multimedia learning, the study argues that interfaces that promote physical interaction can provide "conceptual leverage"…
Human recognition based on head-shoulder contour extraction and BP neural network
NASA Astrophysics Data System (ADS)
Kong, Xiao-fang; Wang, Xiu-qin; Gu, Guohua; Chen, Qian; Qian, Wei-xian
2014-11-01
In practical application scenarios like video surveillance and human-computer interaction, human body movements are uncertain because the human body is a non-rigid object. Based on the fact that the head-shoulder part of human body can be less affected by the movement, and will seldom be obscured by other objects, in human detection and recognition, a head-shoulder model with its stable characteristics can be applied as a detection feature to describe the human body. In order to extract the head-shoulder contour accurately, a head-shoulder model establish method with combination of edge detection and the mean-shift algorithm in image clustering has been proposed in this paper. First, an adaptive method of mixture Gaussian background update has been used to extract targets from the video sequence. Second, edge detection has been used to extract the contour of moving objects, and the mean-shift algorithm has been combined to cluster parts of target's contour. Third, the head-shoulder model can be established, according to the width and height ratio of human head-shoulder combined with the projection histogram of the binary image, and the eigenvectors of the head-shoulder contour can be acquired. Finally, the relationship between head-shoulder contour eigenvectors and the moving objects will be formed by the training of back-propagation (BP) neural network classifier, and the human head-shoulder model can be clustered for human detection and recognition. Experiments have shown that the method combined with edge detection and mean-shift algorithm proposed in this paper can extract the complete head-shoulder contour, with low calculating complexity and high efficiency.
A distributed program composition system
NASA Technical Reports Server (NTRS)
Brown, Robert L.
1989-01-01
A graphical technique for creating distributed computer programs is investigated and a prototype implementation is described which serves as a testbed for the concepts. The type of programs under examination is restricted to those comprising relatively heavyweight parts that intercommunicate by passing messages of typed objects. Such programs are often presented visually as a directed graph with computer program parts as the nodes and communication channels as the edges. This class of programs, called parts-based programs, is not well supported by existing computer systems; much manual work is required to describe the program to the system, establish the communication paths, accommodate the heterogeneity of data types, and to locate the parts of the program on the various systems involved. The work described solves most of these problems by providing an interface for describing parts-based programs in this class in a way that closely models the way programmers think about them: using sketches of diagraphs. Program parts, the computational modes of the larger program system are categorized in libraries and are accessed with browsers. The process of programming has the programmer draw the program graph interactively. Heterogeneity is automatically accommodated by the insertion of type translators where necessary between the parts. Many decisions are necessary in the creation of a comprehensive tool for interactive creation of programs in this class. Possibilities are explored and the issues behind such decisions are presented. An approach to program composition is described, not a carefully implemented programming environment. However, a prototype implementation is described that can demonstrate the ideas presented.
Linguistic Analysis of Natural Language Communication with Computers.
ERIC Educational Resources Information Center
Thompson, Bozena Henisz
Interaction with computers in natural language requires a language that is flexible and suited to the task. This study of natural dialogue was undertaken to reveal those characteristics which can make computer English more natural. Experiments were made in three modes of communication: face-to-face, terminal-to-terminal, and human-to-computer,…
Fourth Annual Workshop on Space Operations Applications and Research (SOAR 90)
NASA Technical Reports Server (NTRS)
Savely, Robert T. (Editor)
1991-01-01
The papers from the symposium are presented. Emphasis is placed on human factors engineering and space environment interactions. The technical areas covered in the human factors section include: satellite monitoring and control, man-computer interfaces, expert systems, AI/robotics interfaces, crew system dynamics, and display devices. The space environment interactions section presents the following topics: space plasma interaction, spacecraft contamination, space debris, and atomic oxygen interaction with materials. Some of the above topics are discussed in relation to the space station and space shuttle.
Kohrs, Christin; Hrabal, David; Angenstein, Nicole; Brechmann, André
2014-11-01
System response time research is an important issue in human-computer interactions. Experience with technical devices and general rules of human-human interactions determine the user's expectation, and any delay in system response time may lead to immediate physiological, emotional, and behavioral consequences. We investigated such effects on a trial-by-trial basis during a human-computer interaction by measuring changes in skin conductance (SC), heart rate (HR), and the dynamics of button press responses. We found an increase in SC and a deceleration of HR for all three delayed system response times (0.5, 1, 2 s). Moreover, the data on button press dynamics was highly informative since subjects repeated a button press with more force in response to delayed system response times. Furthermore, the button press dynamics could distinguish between correct and incorrect decisions and may thus even be used to infer the uncertainty of a user's decision. Copyright © 2014 Society for Psychophysiological Research.
Situated Computing: The Next Frontier for HCI Research
2002-01-01
population works and lives with information. Most individuals interact with information through a single portal: a personal desktop or laptop...of single devices, nor will one person necessarily own each device. This leap of imagination requires that human-computer interaction (HCI...wireless technologies, including Bluetooth [16], IrDA [22] (Infrared Data Association- standards for infrared communications) and HomeRF TM [21
Bloch, R; Sweeney, G; Ahmed, K; Dickinson, C J; Ingram, D
1980-01-01
1 We have described a novel approach to absorption, distribution, metabolism and elimination of drugs in which the patient is described using 23 Patient Factors and drugs by up to 50 Drug Factors. Kinetic behavior of a drug results from the interaction of patient and drug factors according to equations describing an eight compartment model. In this model non-linear processes (protein binding, hepatic drug metabolism and renal tubular transport) are handled by derivations of the law of mass action which have been generalised to permit the consequences of multiple drugs interacting at single macromolecular sites to be correctly calculated. 2 The mathematical description of this model is provided in a companion paper and solution of the equations is only possible using a digital computer. The computer programme is provided with an interactional format which makes operation independent of mathematical skills. Patients are defined by age, sex, height and weight with, or without, organ dysfunction; the programme then generates appropriate factors. Drug enters the system when a prescription is type on the keyboard and required Drug Factors are then retrieved from the disc flies. Drug concentrations in plasma or body fluids are given as simple graphs as a function of time, or in tabular form. 3 Any of the Patient or Drug Factors may be altered before, or during a run and up to three drugs may be simulated at one time thus permitting certain kinetic interactions to be examined. The scope of the simulator is illustrated using aspirin: pH dependent gastric absorption, first-order conversion of aspirin to salicylate, partly first order and partly saturable hepatic metabolism of salicylate, and the complex renal handling of this drug are all represented. Interaction of phenytoin with salicylate has been examined quantitatively to suggest limited clinical relevance for the observed displacement of phenytoin from serum albumin. The use of the simulator in a short course of pharmacokinetics is briefly described. PMID:7470372
Quantum Mechanical Study of Atoms and Molecules
NASA Technical Reports Server (NTRS)
Sahni, R. C.
1961-01-01
This paper, following a brief introduction, is divided into five parts. Part I outlines the theory of the molecular orbital method for the ground, ionized and excited states of molecules. Part II gives a brief summary of the interaction integrals and their tabulation. Part III outlines an automatic program designed for the computation of various states of molecules. Part IV gives examples of the study of ground, ionized and excited states of CO, BH and N2 where the program of automatic computation and molecular integrals have been utilized. Part V enlists some special problems of Molecular Quantum Mechanics are being tackled at New York University.
Decision making and problem solving with computer assistance
NASA Technical Reports Server (NTRS)
Kraiss, F.
1980-01-01
In modern guidance and control systems, the human as manager, supervisor, decision maker, problem solver and trouble shooter, often has to cope with a marginal mental workload. To improve this situation, computers should be used to reduce the operator from mental stress. This should not solely be done by increased automation, but by a reasonable sharing of tasks in a human-computer team, where the computer supports the human intelligence. Recent developments in this area are summarized. It is shown that interactive support of operator by intelligent computer is feasible during information evaluation, decision making and problem solving. The applied artificial intelligence algorithms comprehend pattern recognition and classification, adaptation and machine learning as well as dynamic and heuristic programming. Elementary examples are presented to explain basic principles.
Protein-Protein Interaction Network and Gene Ontology
NASA Astrophysics Data System (ADS)
Choi, Yunkyu; Kim, Seok; Yi, Gwan-Su; Park, Jinah
Evolution of computer technologies makes it possible to access a large amount and various kinds of biological data via internet such as DNA sequences, proteomics data and information discovered about them. It is expected that the combination of various data could help researchers find further knowledge about them. Roles of a visualization system are to invoke human abilities to integrate information and to recognize certain patterns in the data. Thus, when the various kinds of data are examined and analyzed manually, an effective visualization system is an essential part. One instance of these integrated visualizations can be combination of protein-protein interaction (PPI) data and Gene Ontology (GO) which could help enhance the analysis of PPI network. We introduce a simple but comprehensive visualization system that integrates GO and PPI data where GO and PPI graphs are visualized side-by-side and supports quick reference functions between them. Furthermore, the proposed system provides several interactive visualization methods for efficiently analyzing the PPI network and GO directedacyclic- graph such as context-based browsing and common ancestors finding.
Nourani, Esmaeil; Khunjush, Farshad; Durmuş, Saliha
2016-05-24
Pathogenic microorganisms exploit host cellular mechanisms and evade host defense mechanisms through molecular pathogen-host interactions (PHIs). Therefore, comprehensive analysis of these PHI networks should be an initial step for developing effective therapeutics against infectious diseases. Computational prediction of PHI data is gaining increasing demand because of scarcity of experimental data. Prediction of protein-protein interactions (PPIs) within PHI systems can be formulated as a classification problem, which requires the knowledge of non-interacting protein pairs. This is a restricting requirement since we lack datasets that report non-interacting protein pairs. In this study, we formulated the "computational prediction of PHI data" problem using kernel embedding of heterogeneous data. This eliminates the abovementioned requirement and enables us to predict new interactions without randomly labeling protein pairs as non-interacting. Domain-domain associations are used to filter the predicted results leading to 175 novel PHIs between 170 human proteins and 105 viral proteins. To compare our results with the state-of-the-art studies that use a binary classification formulation, we modified our settings to consider the same formulation. Detailed evaluations are conducted and our results provide more than 10 percent improvements for accuracy and AUC (area under the receiving operating curve) results in comparison with state-of-the-art methods.
Human dynamics scaling characteristics for aerial inbound logistics operation
NASA Astrophysics Data System (ADS)
Wang, Qing; Guo, Jin-Li
2010-05-01
In recent years, the study of power-law scaling characteristics of real-life networks has attracted much interest from scholars; it deviates from the Poisson process. In this paper, we take the whole process of aerial inbound operation in a logistics company as the empirical object. The main aim of this work is to study the statistical scaling characteristics of the task-restricted work patterns. We found that the statistical variables have the scaling characteristics of unimodal distribution with a power-law tail in five statistical distributions - that is to say, there obviously exists a peak in each distribution, the shape of the left part closes to a Poisson distribution, and the right part has a heavy-tailed scaling statistics. Furthermore, to our surprise, there is only one distribution where the right parts can be approximated by the power-law form with exponent α=1.50. Others are bigger than 1.50 (three of four are about 2.50, one of four is about 3.00). We then obtain two inferences based on these empirical results: first, the human behaviors probably both close to the Poisson statistics and power-law distributions on certain levels, and the human-computer interaction behaviors may be the most common in the logistics operational areas, even in the whole task-restricted work pattern areas. Second, the hypothesis in Vázquez et al. (2006) [A. Vázquez, J. G. Oliveira, Z. Dezsö, K.-I. Goh, I. Kondor, A.-L. Barabási. Modeling burst and heavy tails in human dynamics, Phys. Rev. E 73 (2006) 036127] is probably not sufficient; it claimed that human dynamics can be classified as two discrete university classes. There may be a new human dynamics mechanism that is different from the classical Barabási models.
Manual for obscuration code with space station applications
NASA Technical Reports Server (NTRS)
Marhefka, R. J.; Takacs, L.
1986-01-01
The Obscuration Code, referred to as SHADOW, is a user-oriented computer code to determine the case shadow of an antenna in a complex environment onto the far zone sphere. The surrounding structure can be composed of multiple composite cone frustums and multiply sided flat plates. These structural pieces are ideal for modeling space station configurations. The means of describing the geometry input is compatible with the NEC-BASIC Scattering Code. In addition, an interactive mode of operation has been provided for DEC VAX computers. The first part of this document is a user's manual designed to give a description of the method used to obtain the shadow map, to provide an overall view of the operation of the computer code, to instruct a user in how to model structures, and to give examples of inputs and outputs. The second part is a code manual that details how to set up the interactive and non-interactive modes of the code and provides a listing and brief description of each of the subroutines.
Wilcox, Lauren; Patel, Rupa; Chen, Yunan; Shachak, Aviv
2013-12-01
Health Information Technologies, such as electronic health records (EHR) and secure messaging, have already transformed interactions among patients and clinicians. In addition, technologies supporting asynchronous communication outside of clinical encounters, such as email, SMS, and patient portals, are being increasingly used for follow-up, education, and data reporting. Meanwhile, patients are increasingly adopting personal tools to track various aspects of health status and therapeutic progress, wishing to review these data with clinicians during consultations. These issues have drawn increasing interest from the human-computer interaction (HCI) community, with special focus on critical challenges in patient-centered interactions and design opportunities that can address these challenges. We saw this community presenting and interacting at the ACM SIGCHI 2013, Conference on Human Factors in Computing Systems, (also known as CHI), held April 27-May 2nd, 2013 at the Palais de Congrès de Paris in France. CHI 2013 featured many formal avenues to pursue patient-centered health communication: a well-attended workshop, tracks of original research, and a lively panel discussion. In this report, we highlight these events and the main themes we identified. We hope that it will help bring the health care communication and the HCI communities closer together. Copyright © 2013 Elsevier Ireland Ltd. All rights reserved.
Dynamic shared state maintenance in distributed virtual environments
NASA Astrophysics Data System (ADS)
Hamza-Lup, Felix George
Advances in computer networks and rendering systems facilitate the creation of distributed collaborative environments in which the distribution of information at remote locations allows efficient communication. Particularly challenging are distributed interactive Virtual Environments (VE) that allow knowledge sharing through 3D information. The purpose of this work is to address the problem of latency in distributed interactive VE and to develop a conceptual model for consistency maintenance in these environments based on the participant interaction model. An area that needs to be explored is the relationship between the dynamic shared state and the interaction with the virtual entities present in the shared scene. Mixed Reality (MR) and VR environments must bring the human participant interaction into the loop through a wide range of electronic motion sensors, and haptic devices. Part of the work presented here defines a novel criterion for categorization of distributed interactive VE and introduces, as well as analyzes, an adaptive synchronization algorithm for consistency maintenance in such environments. As part of the work, a distributed interactive Augmented Reality (AR) testbed and the algorithm implementation details are presented. Currently the testbed is part of several research efforts at the Optical Diagnostics and Applications Laboratory including 3D visualization applications using custom built head-mounted displays (HMDs) with optical motion tracking and a medical training prototype for endotracheal intubation and medical prognostics. An objective method using quaternion calculus is applied for the algorithm assessment. In spite of significant network latency, results show that the dynamic shared state can be maintained consistent at multiple remotely located sites. In further consideration of the latency problems and in the light of the current trends in interactive distributed VE applications, we propose a hybrid distributed system architecture for sensor-based distributed VE that has the potential to improve the system real-time behavior and scalability. (Abstract shortened by UMI.)
Kuchinke, Wolfgang; Krauth, Christian; Bergmann, René; Karakoyun, Töresin; Woollard, Astrid; Schluender, Irene; Braasch, Benjamin; Eckert, Martin; Ohmann, Christian
2016-07-07
In an unprecedented rate data in the life sciences is generated and stored in many different databases. An ever increasing part of this data is human health data and therefore falls under data protected by legal regulations. As part of the BioMedBridges project, which created infrastructures that connect more than 10 ESFRI research infrastructures (RI), the legal and ethical prerequisites of data sharing were examined employing a novel and pragmatic approach. We employed concepts from computer science to create legal requirement clusters that enable legal interoperability between databases for the areas of data protection, data security, Intellectual Property (IP) and security of biosample data. We analysed and extracted access rules and constraints from all data providers (databases) involved in the building of data bridges covering many of Europe's most important databases. These requirement clusters were applied to five usage scenarios representing the data flow in different data bridges: Image bridge, Phenotype data bridge, Personalised medicine data bridge, Structural data bridge, and Biosample data bridge. A matrix was built to relate the important concepts from data protection regulations (e.g. pseudonymisation, identifyability, access control, consent management) with the results of the requirement clusters. An interactive user interface for querying the matrix for requirements necessary for compliant data sharing was created. To guide researchers without the need for legal expert knowledge through legal requirements, an interactive tool, the Legal Assessment Tool (LAT), was developed. LAT provides researchers interactively with a selection process to characterise the involved types of data and databases and provides suitable requirements and recommendations for concrete data access and sharing situations. The results provided by LAT are based on an analysis of the data access and sharing conditions for different kinds of data of major databases in Europe. Data sharing for research purposes must be opened for human health data and LAT is one of the means to achieve this aim. In summary, LAT provides requirements in an interactive way for compliant data access and sharing with appropriate safeguards, restrictions and responsibilities by introducing a culture of responsibility and data governance when dealing with human data.
ERIC Educational Resources Information Center
Jafari, Mina; Welden, Alicia Rae; Williams, Kyle L.; Winograd, Blair; Mulvihill, Ellen; Hendrickson, Heidi P.; Lenard, Michael; Gottfried, Amy; Geva, Eitan
2017-01-01
In this paper, we report on the implementation of a novel compute-to-learn pedagogy, which is based upon the theories of situated cognition and meaningful learning. The "compute-to-learn" pedagogy is designed to simulate an authentic research experience as part of the undergraduate curriculum, including project development, teamwork,…
ERIC Educational Resources Information Center
Aksakalli, Ayhan; Turgut, Umit; Salar, Riza
2016-01-01
This research aims to investigate the ways in which pre-service physics teachers interact with computers, which, as an indispensable means of today's technology, are of major value in education and training, and to identify any misconceptions said teachers may have about computer-aided instruction. As part of the study, computer-based physics…
Recursive computation of mutual potential between two polyhedra
NASA Astrophysics Data System (ADS)
Hirabayashi, Masatoshi; Scheeres, Daniel J.
2013-11-01
Recursive computation of mutual potential, force, and torque between two polyhedra is studied. Based on formulations by Werner and Scheeres (Celest Mech Dyn Astron 91:337-349, 2005) and Fahnestock and Scheeres (Celest Mech Dyn Astron 96:317-339, 2006) who applied the Legendre polynomial expansion to gravity interactions and expressed each order term by a shape-dependent part and a shape-independent part, this paper generalizes the computation of each order term, giving recursive relations of the shape-dependent part. To consider the potential, force, and torque, we introduce three tensors. This method is applicable to any multi-body systems. Finally, we implement this recursive computation to simulate the dynamics of a two rigid-body system that consists of two equal-sized parallelepipeds.
Interaction and Cognition in Asynchronous Computer Conferencing
ERIC Educational Resources Information Center
Schrire, Sarah
2004-01-01
This paper is based on a multiple-case study of the learning process in three asynchronous computer conferences. The conferences were part of the distance learning component in doctoral degree courses in computing technology in education offered at an American university. The conferences were analyzed from a number of perspectives, the emphasis in…
Faith in the algorithm, part 1: beyond the turing test
DOE Office of Scientific and Technical Information (OSTI.GOV)
Rodriguez, Marko A; Pepe, Alberto
2009-01-01
Since the Turing test was first proposed by Alan Turing in 1950, the goal of artificial intelligence has been predicated on the ability for computers to imitate human intelligence. However, the majority of uses for the computer can be said to fall outside the domain of human abilities and it is exactly outside of this domain where computers have demonstrated their greatest contribution. Another definition for artificial intelligence is one that is not predicated on human mimicry, but instead, on human amplification, where the algorithms that are best at accomplishing this are deemed the most intelligent. This article surveys variousmore » systems that augment human and social intelligence.« less
Computational Modeling of Laser-Cell Biochemical Interactions
2010-12-31
San Antonio, TX 78228 Jeffrey W. Oliver. Ph.D. Human Effectiveness Directorate Directed Energy Bioeffects Division Optical Radiation Branch...Affairs Case No. 11-080 Air Force Research Laboratory 711 Human Performance Wing Human Effectiveness Directorate Directed Energy Bioeffects...Directed Energy Bioeffects Division Human Effectiveness Directorate 711 Human Performance Wing Air Force Research Laboratory This report is
Computational identification of gene–social environment interaction at the human IL6 locus
Cole, Steven W.; Arevalo, Jesusa M. G.; Takahashi, Rie; Sloan, Erica K.; Lutgendorf, Susan K.; Sood, Anil K.; Sheridan, John F.; Seeman, Teresa E.
2010-01-01
To identify genetic factors that interact with social environments to impact human health, we used a bioinformatic strategy that couples expression array–based detection of environmentally responsive transcription factors with in silico discovery of regulatory polymorphisms to predict genetic loci that modulate transcriptional responses to stressful environments. Tests of one predicted interaction locus in the human IL6 promoter (SNP rs1800795) verified that it modulates transcriptional response to β-adrenergic activation of the GATA1 transcription factor in vitro. In vivo validation studies confirmed links between adverse social conditions and increased transcription of GATA1 target genes in primary neural, immune, and cancer cells. Epidemiologic analyses verified the health significance of those molecular interactions by documenting increased 10-year mortality risk associated with late-life depressive symptoms that occurred solely for homozygous carriers of the GATA1-sensitive G allele of rs1800795. Gating of depression-related mortality risk by IL6 genotype pertained only to inflammation-related causes of death and was associated with increased chronic inflammation as indexed by plasma C-reactive protein. Computational modeling of molecular interactions, in vitro biochemical analyses, in vivo animal modeling, and human molecular epidemiologic analyses thus converge in identifying β-adrenergic activation of GATA1 as a molecular pathway by which social adversity can alter human health risk selectively depending on individual genetic status at the IL6 locus. PMID:20176930
Real-time 3D human capture system for mixed-reality art and entertainment.
Nguyen, Ta Huynh Duy; Qui, Tran Cong Thien; Xu, Ke; Cheok, Adrian David; Teo, Sze Lee; Zhou, ZhiYing; Mallawaarachchi, Asitha; Lee, Shang Ping; Liu, Wei; Teo, Hui Siang; Thang, Le Nam; Li, Yu; Kato, Hirokazu
2005-01-01
A real-time system for capturing humans in 3D and placing them into a mixed reality environment is presented in this paper. The subject is captured by nine cameras surrounding her. Looking through a head-mounted-display with a camera in front pointing at a marker, the user can see the 3D image of this subject overlaid onto a mixed reality scene. The 3D images of the subject viewed from this viewpoint are constructed using a robust and fast shape-from-silhouette algorithm. The paper also presents several techniques to produce good quality and speed up the whole system. The frame rate of our system is around 25 fps using only standard Intel processor-based personal computers. Besides a remote live 3D conferencing and collaborating system, we also describe an application of the system in art and entertainment, named Magic Land, which is a mixed reality environment where captured avatars of human and 3D computer generated virtual animations can form an interactive story and play with each other. This system demonstrates many technologies in human computer interaction: mixed reality, tangible interaction, and 3D communication. The result of the user study not only emphasizes the benefits, but also addresses some issues of these technologies.
Eyetracking Methodology in SCMC: A Tool for Empowering Learning and Teaching
ERIC Educational Resources Information Center
Stickler, Ursula; Shi, Lijing
2017-01-01
Computer-assisted language learning, or CALL, is an interdisciplinary area of research, positioned between science and social science, computing and education, linguistics and applied linguistics. This paper argues that by appropriating methods originating in some areas of CALL-related research, for example human-computer interaction (HCI) or…
HExpoChem: a systems biology resource to explore human exposure to chemicals.
Taboureau, Olivier; Jacobsen, Ulrik Plesner; Kalhauge, Christian; Edsgärd, Daniel; Rigina, Olga; Gupta, Ramneek; Audouze, Karine
2013-05-01
Humans are exposed to diverse hazardous chemicals daily. Although an exposure to these chemicals is suspected to have adverse effects on human health, mechanistic insights into how they interact with the human body are still limited. Therefore, acquisition of curated data and development of computational biology approaches are needed to assess the health risks of chemical exposure. Here we present HExpoChem, a tool based on environmental chemicals and their bioactivities on human proteins with the objective of aiding the qualitative exploration of human exposure to chemicals. The chemical-protein interactions have been enriched with a quality-scored human protein-protein interaction network, a protein-protein association network and a chemical-chemical interaction network, thus allowing the study of environmental chemicals through formation of protein complexes and phenotypic outcomes enrichment. HExpoChem is available at http://www.cbs.dtu.dk/services/HExpoChem-1.0/.
Towards a Computational Model of Sketching
2000-01-01
interaction that sketching provides in human-to- human communication , multimodal research will rely heavily upon, and even drive, AI research . This...can. Dimensions of sketching The power of sketching in human communication arises from the high bandwidth it provides [21] . There is high perceptual
Numerical simulation of stress amplification induced by crack interaction in human femur bone
NASA Astrophysics Data System (ADS)
Alia, Noor; Daud, Ruslizam; Ramli, Mohammad Fadzli; Azman, Wan Zuki; Faizal, Ahmad; Aisyah, Siti
2015-05-01
This research is about numerical simulation using a computational method which study on stress amplification induced by crack interaction in human femur bone. Cracks in human femur bone usually occur because of large load or stress applied on it. Usually, the fracture takes longer time to heal itself. At present, the crack interaction is still not well understood due to bone complexity. Thus, brittle fracture behavior of bone may be underestimated and inaccurate. This study aims to investigate the geometrical effect of double co-planar edge cracks on stress intensity factor (K) in femur bone. This research focuses to analyze the amplification effect on the fracture behavior of double co-planar edge cracks, where numerical model is developed using computational method. The concept of fracture mechanics and finite element method (FEM) are used to solve the interacting cracks problems using linear elastic fracture mechanics (LEFM) theory. As a result, this study has shown the identification of the crack interaction limit (CIL) and crack unification limit (CUL) exist in the human femur bone model developed. In future research, several improvements will be made such as varying the load, applying thickness on the model and also use different theory or method in calculating the stress intensity factor (K).
Kim, Sun; Chatr-aryamontri, Andrew; Chang, Christie S.; Oughtred, Rose; Rust, Jennifer; Wilbur, W. John; Comeau, Donald C.; Dolinski, Kara; Tyers, Mike
2017-01-01
A great deal of information on the molecular genetics and biochemistry of model organisms has been reported in the scientific literature. However, this data is typically described in free text form and is not readily amenable to computational analyses. To this end, the BioGRID database systematically curates the biomedical literature for genetic and protein interaction data. This data is provided in a standardized computationally tractable format and includes structured annotation of experimental evidence. BioGRID curation necessarily involves substantial human effort by expert curators who must read each publication to extract the relevant information. Computational text-mining methods offer the potential to augment and accelerate manual curation. To facilitate the development of practical text-mining strategies, a new challenge was organized in BioCreative V for the BioC task, the collaborative Biocurator Assistant Task. This was a non-competitive, cooperative task in which the participants worked together to build BioC-compatible modules into an integrated pipeline to assist BioGRID curators. As an integral part of this task, a test collection of full text articles was developed that contained both biological entity annotations (gene/protein and organism/species) and molecular interaction annotations (protein–protein and genetic interactions (PPIs and GIs)). This collection, which we call the BioC-BioGRID corpus, was annotated by four BioGRID curators over three rounds of annotation and contains 120 full text articles curated in a dataset representing two major model organisms, namely budding yeast and human. The BioC-BioGRID corpus contains annotations for 6409 mentions of genes and their Entrez Gene IDs, 186 mentions of organism names and their NCBI Taxonomy IDs, 1867 mentions of PPIs and 701 annotations of PPI experimental evidence statements, 856 mentions of GIs and 399 annotations of GI evidence statements. The purpose, characteristics and possible future uses of the BioC-BioGRID corpus are detailed in this report. Database URL: http://bioc.sourceforge.net/BioC-BioGRID.html PMID:28077563
45 CFR 79.27 - Computation of time.
Code of Federal Regulations, 2010 CFR
2010-10-01
... 45 Public Welfare 1 2010-10-01 2010-10-01 false Computation of time. 79.27 Section 79.27 Public Welfare DEPARTMENT OF HEALTH AND HUMAN SERVICES GENERAL ADMINISTRATION PROGRAM FRAUD CIVIL REMEDIES § 79.27 Computation of time. (a) In computing any period of time under this part or in an order issued...
Sperka, Daniel J; Ditterich, Jochen
2011-01-01
While computer-aided planning of human neurosurgeries is becoming more and more common, animal researchers still largely rely on paper atlases for planning their approach before implanting recording chambers to perform invasive recordings of neural activity, which makes this planning process tedious and error-prone. Here we present SPLASh (Stereotactic PLAnning Software), an interactive software tool for the stereotactic planning of recording chamber placement and electrode trajectories. SPLASh has been developed for monkey cortical recordings and relies on a combination of structural MRIs and electronic brain atlases. Since SPLASh is based on the neuroanatomy software Caret, it should also be possible to use it for other parts of the brain or other species for which Caret atlases are available. The tool allows the user to interactively evaluate different possible placements of recording chambers and to simulate electrode trajectories.
Sperka, Daniel J.; Ditterich, Jochen
2011-01-01
While computer-aided planning of human neurosurgeries is becoming more and more common, animal researchers still largely rely on paper atlases for planning their approach before implanting recording chambers to perform invasive recordings of neural activity, which makes this planning process tedious and error-prone. Here we present SPLASh (Stereotactic PLAnning Software), an interactive software tool for the stereotactic planning of recording chamber placement and electrode trajectories. SPLASh has been developed for monkey cortical recordings and relies on a combination of structural MRIs and electronic brain atlases. Since SPLASh is based on the neuroanatomy software Caret, it should also be possible to use it for other parts of the brain or other species for which Caret atlases are available. The tool allows the user to interactively evaluate different possible placements of recording chambers and to simulate electrode trajectories. PMID:21472085
Information Interaction: Providing a Framework for Information Architecture.
ERIC Educational Resources Information Center
Toms, Elaine G.
2002-01-01
Discussion of information architecture focuses on a model of information interaction that bridges the gap between human and computer and between information behavior and information retrieval. Illustrates how the process of information interaction is affected by the user, the system, and the content. (Contains 93 references.) (LRW)
Understanding Teachers' Routines to Inform Classroom Technology Design
ERIC Educational Resources Information Center
An, Pengcheng; Bakker, Saskia; Eggen, Berry
2017-01-01
Secondary school teachers have quite busy and complex routines in their classrooms. However, present classroom technologies usually require focused attention from teachers while being interacted with, which restricts their use in teachers' daily routines. Peripheral interaction is a human-computer interaction style that aims to enable interaction…
NASA Technical Reports Server (NTRS)
Fertis, D. G.; Simon, A. L.
1981-01-01
The requisite methodology to solve linear and nonlinear problems associated with the static and dynamic analysis of rotating machinery, their static and dynamic behavior, and the interaction between the rotating and nonrotating parts of an engine is developed. Linear and nonlinear structural engine problems are investigated by developing solution strategies and interactive computational methods whereby the man and computer can communicate directly in making analysis decisions. Representative examples include modifying structural models, changing material, parameters, selecting analysis options and coupling with interactive graphical display for pre- and postprocessing capability.
Closed-loop Habitation Air Revitalization Model for Regenerative Life Support Systems
NASA Technical Reports Server (NTRS)
Hart, Maxwell M.
1991-01-01
The primary function of any life support system is to keep the crew alive by providing breathable air, potable water, edible food, and for disposal of waste. In a well-balanced or regenerative life support system, the various components are each using what is available and producing what is needed by other components so that there will always be enough chemicals in the form in which they are needed. Humans are not just users, but also one of the participating parts of the system. If a system could continuously recycle the original chemicals, this would make it virtually a Closed-loop Habitation (CH). Some difficulties in trying to create a miniature version of a CH are briefly discussed. In a miniature CH, a minimal structure must be provided and the difference must be made up by artificial parts such as physicochemical systems that perform the conversions that the Earth can achieve naturally. To study the interactions of these parts, a computer model was designed that simulates a miniature CH with emphasis on the air revitalization part. It is called the Closed-loop Habitation Air Revitalization Model (CHARM).
Could robots become authentic companions in nursing care?
Metzler, Theodore A; Lewis, Lundy M; Pope, Linda C
2016-01-01
Creating android and humanoid robots to furnish companionship in the nursing care of older people continues to attract substantial development capital and research. Some people object, though, that machines of this kind furnish human-robot interaction characterized by inauthentic relationships. In particular, robotic and artificial intelligence (AI) technologies have been charged with substituting mindless mimicry of human behaviour for the real presence of conscious caring offered by human nurses. When thus viewed as deceptive, the robots also have prompted corresponding concerns regarding their potential psychological, moral, and spiritual implications for people who will be interacting socially with these machines. The foregoing objections and concerns can be assessed quite differently, depending upon ambient religious beliefs or metaphysical presuppositions. The complaints may be set aside as unnecessary, for example, within religious traditions for which even current robots can be viewed as presenting spiritual aspects. Elsewhere, technological cultures may reject the complaints as expression of outdated superstition, holding that the machines eventually will enjoy a consciousness described entirely in materialist and behaviourist terms. While recognizing such assessments, the authors of this essay propose that the heart of the foregoing objections and concerns may be evaluated, in part, scientifically - albeit with a conclusion recommending fundamental revisions in AI modelling of human mental life. Specifically, considerations now favour introduction of AI models using interactive classical and quantum computation. Without this change, the answer to the essay's title question arguably is 'no' - with it, the answer plausibly becomes 'maybe'. Either outcome holds very interesting implications for nurses. © 2015 John Wiley & Sons Ltd.
3D virtual human atria: A computational platform for studying clinical atrial fibrillation
Aslanidi, Oleg V; Colman, Michael A; Stott, Jonathan; Dobrzynski, Halina; Boyett, Mark R; Holden, Arun V; Zhang, Henggui
2011-01-01
Despite a vast amount of experimental and clinical data on the underlying ionic, cellular and tissue substrates, the mechanisms of common atrial arrhythmias (such as atrial fibrillation, AF) arising from the functional interactions at the whole atria level remain unclear. Computational modelling provides a quantitative framework for integrating such multi-scale data and understanding the arrhythmogenic behaviour that emerges from the collective spatio-temporal dynamics in all parts of the heart. In this study, we have developed a multi-scale hierarchy of biophysically detailed computational models for the human atria – 3D virtual human atria. Primarily, diffusion tensor MRI reconstruction of the tissue geometry and fibre orientation in the human sinoatrial node (SAN) and surrounding atrial muscle was integrated into the 3D model of the whole atria dissected from the Visible Human dataset. The anatomical models were combined with the heterogeneous atrial action potential (AP) models, and used to simulate the AP conduction in the human atria under various conditions: SAN pacemaking and atrial activation in the normal rhythm, break-down of regular AP wave-fronts during rapid atrial pacing, and the genesis of multiple re-entrant wavelets characteristic of AF. Contributions of different properties of the tissue to the mechanisms of the normal rhythm and AF arrhythmogenesis are investigated and discussed. The 3D model of the atria itself was incorporated into the torso model to simulate the body surface ECG patterns in the normal and arrhythmic conditions. Therefore, a state-of-the-art computational platform has been developed, which can be used for studying multi-scale electrical phenomena during atrial conduction and arrhythmogenesis. Results of such simulations can be directly compared with experimental electrophysiological and endocardial mapping data, as well as clinical ECG recordings. More importantly, the virtual human atria can provide validated means for directly dissecting 3D excitation propagation processes within the atrial walls from an in vivo whole heart, which are beyond the current technical capabilities of experimental or clinical set-ups. PMID:21762716
Son, Seokshin; Kang, Ah Reum; Kim, Hyun-chul; Kwon, Taekyoung; Park, Juyong; Kim, Huy Kang
2012-01-01
Rapid advances in modern computing and information technology have enabled millions of people to interact online via various social network and gaming services. The widespread adoption of such online services have made possible analysis of large-scale archival data containing detailed human interactions, presenting a very promising opportunity to understand the rich and complex human behavior. In collaboration with a leading global provider of Massively Multiplayer Online Role-Playing Games (MMORPGs), here we present a network science-based analysis of the interplay between distinct types of user interaction networks in the virtual world. We find that their properties depend critically on the nature of the context-interdependence of the interactions, highlighting the complex and multilayered nature of human interactions, a robust understanding of which we believe may prove instrumental in the designing of more realistic future virtual arenas as well as provide novel insights to the science of collective human behavior.
NASA Astrophysics Data System (ADS)
Obermayer, Richard W.; Nugent, William A.
2000-11-01
The SPAWAR Systems Center San Diego is currently developing an advanced Multi-Modal Watchstation (MMWS); design concepts and software from this effort are intended for transition to future United States Navy surface combatants. The MMWS features multiple flat panel displays and several modes of user interaction, including voice input and output, natural language recognition, 3D audio, stylus and gestural inputs. In 1999, an extensive literature review was conducted on basic and applied research concerned with alerting and warning systems. After summarizing that literature, a human computer interaction (HCI) designer's guide was prepared to support the design of an attention allocation subsystem (AAS) for the MMWS. The resultant HCI guidelines are being applied in the design of a fully interactive AAS prototype. An overview of key findings from the literature review, a proposed design methodology with illustrative examples, and an assessment of progress made in implementing the HCI designers guide are presented.
Human-computer interface including haptically controlled interactions
Anderson, Thomas G.
2005-10-11
The present invention provides a method of human-computer interfacing that provides haptic feedback to control interface interactions such as scrolling or zooming within an application. Haptic feedback in the present method allows the user more intuitive control of the interface interactions, and allows the user's visual focus to remain on the application. The method comprises providing a control domain within which the user can control interactions. For example, a haptic boundary can be provided corresponding to scrollable or scalable portions of the application domain. The user can position a cursor near such a boundary, feeling its presence haptically (reducing the requirement for visual attention for control of scrolling of the display). The user can then apply force relative to the boundary, causing the interface to scroll the domain. The rate of scrolling can be related to the magnitude of applied force, providing the user with additional intuitive, non-visual control of scrolling.
Program Aids Specification Of Multiple-Block Grids
NASA Technical Reports Server (NTRS)
Sorenson, R. L.; Mccann, K. M.
1993-01-01
3DPREP computer program aids specification of multiple-block computational grids. Highly interactive graphical preprocessing program designed for use on powerful graphical scientific computer workstation. Divided into three main parts, each corresponding to principal graphical-and-alphanumerical display. Relieves user of some burden of collecting and formatting many data needed to specify blocks and grids, and prepares input data for NASA's 3DGRAPE grid-generating computer program.
Emergent technologies: 25 years
NASA Astrophysics Data System (ADS)
Rising, Hawley K.
2013-03-01
This paper will talk about the technologies that have been emerging over the 25 years since the Human Vision and Electronic Imaging conference began that the conference has been a part of, and that have been a part of the conference, and will look at those technologies that are emerging today, such as social networks, haptic technologies, and still emerging imaging technologies, and what we might look at for the future.Twenty-five years is a long time, and it is not without difficulty that we remember what was emerging in the late 1980s. Yet to be developed: The first commercial digital still camera was not yet on the market, although there were hand held electronic cameras. Personal computers were not displaying standardized images, and image quality was not something that could be talked about in a standardized fashion, if only because image compression algorithms were not standardized yet for several years hence. Even further away were any standards for movie compression standards, there was no personal computer even on the horizon which could display them. What became an emergent technology and filled many sessions later, image comparison and search, was not possible, nor the current emerging technology of social networks- the world wide web was still several years away. Printer technology was still devising dithers and image size manipulations which would consume many years, as would scanning technology, and image quality for both was a major issue for dithers and Fourier noise.From these humble beginnings to the current moves that are changing computing and the meaning of both electronic devices and human interaction with them, we will see a course through the changing technology that holds some features constant for many years, while others come and go.
Penis size interacts with body shape and height to influence male attractiveness.
Mautz, Brian S; Wong, Bob B M; Peters, Richard A; Jennions, Michael D
2013-04-23
Compelling evidence from many animal taxa indicates that male genitalia are often under postcopulatory sexual selection for characteristics that increase a male's relative fertilization success. There could, however, also be direct precopulatory female mate choice based on male genital traits. Before clothing, the nonretractable human penis would have been conspicuous to potential mates. This observation has generated suggestions that human penis size partly evolved because of female choice. Here we show, based upon female assessment of digitally projected life-size, computer-generated images, that penis size interacts with body shape and height to determine male sexual attractiveness. Positive linear selection was detected for penis size, but the marginal increase in attractiveness eventually declined with greater penis size (i.e., quadratic selection). Penis size had a stronger effect on attractiveness in taller men than in shorter men. There was a similar increase in the positive effect of penis size on attractiveness with a more masculine body shape (i.e., greater shoulder-to-hip ratio). Surprisingly, larger penis size and greater height had almost equivalent positive effects on male attractiveness. Our results support the hypothesis that female mate choice could have driven the evolution of larger penises in humans. More broadly, our results show that precopulatory sexual selection can play a role in the evolution of genital traits.
Penis size interacts with body shape and height to influence male attractiveness
Mautz, Brian S.; Wong, Bob B. M.; Peters, Richard A.; Jennions, Michael D.
2013-01-01
Compelling evidence from many animal taxa indicates that male genitalia are often under postcopulatory sexual selection for characteristics that increase a male’s relative fertilization success. There could, however, also be direct precopulatory female mate choice based on male genital traits. Before clothing, the nonretractable human penis would have been conspicuous to potential mates. This observation has generated suggestions that human penis size partly evolved because of female choice. Here we show, based upon female assessment of digitally projected life-size, computer-generated images, that penis size interacts with body shape and height to determine male sexual attractiveness. Positive linear selection was detected for penis size, but the marginal increase in attractiveness eventually declined with greater penis size (i.e., quadratic selection). Penis size had a stronger effect on attractiveness in taller men than in shorter men. There was a similar increase in the positive effect of penis size on attractiveness with a more masculine body shape (i.e., greater shoulder-to-hip ratio). Surprisingly, larger penis size and greater height had almost equivalent positive effects on male attractiveness. Our results support the hypothesis that female mate choice could have driven the evolution of larger penises in humans. More broadly, our results show that precopulatory sexual selection can play a role in the evolution of genital traits. PMID:23569234
Technology and the study of wildfire: Middle school students study the impacts of wildfire
Fox-Gliessman, D.; Kerski, J.J.
2005-01-01
Various technologies that can assist students in exploring the human and environmental impacts of wildfire and in communicating their findings are discussed. Wildfires occur in many parts of the world, and provide an excellent opportunity for students to study local and global interdisciplinary issues using technology. Prior to the beginning of the field study, students take instructions in both their math and science classes about the distinction and appropriate uses of quantitative and qualitative data. Use of computer programs such as Excel spreadsheets which can contain data, and interaction of research and technology group with students, can help them collect best of the information and in making an accurate report.
Effects of a Pedagogical Agent's Emotional Expressiveness on Learner Perceptions
NASA Technical Reports Server (NTRS)
Romero, Enilda J.; Watson, Ginger S.
2012-01-01
The use of animated pedagogical agents or avatars in instruction has lagged behind their use in entertainment. This is due in part to the cost and complexity of development and implementation of agents in educational settings, but also results from a lack of research to understand how emotions from animated agents influence instructional effectiveness. The phenomenological study presented here assesses the perceptions of eight learners interacting with low and high intensity emotionally expressive pedagogical agents in a computer-mediated environment. Research methods include maximum variation and snowball sampling with random assignment to treatment. The resulting themes incorporate perceptions of importance, agent humanness, enjoyment, implementation barriers, and suggested improvements. Design recommendations and implications for future research are presented.
A multimodal dataset for authoring and editing multimedia content: The MAMEM project.
Nikolopoulos, Spiros; Petrantonakis, Panagiotis C; Georgiadis, Kostas; Kalaganis, Fotis; Liaros, Georgios; Lazarou, Ioulietta; Adam, Katerina; Papazoglou-Chalikias, Anastasios; Chatzilari, Elisavet; Oikonomou, Vangelis P; Kumar, Chandan; Menges, Raphael; Staab, Steffen; Müller, Daniel; Sengupta, Korok; Bostantjopoulou, Sevasti; Katsarou, Zoe; Zeilig, Gabi; Plotnik, Meir; Gotlieb, Amihai; Kizoni, Racheli; Fountoukidou, Sofia; Ham, Jaap; Athanasiou, Dimitrios; Mariakaki, Agnes; Comanducci, Dario; Sabatini, Edoardo; Nistico, Walter; Plank, Markus; Kompatsiaris, Ioannis
2017-12-01
We present a dataset that combines multimodal biosignals and eye tracking information gathered under a human-computer interaction framework. The dataset was developed in the vein of the MAMEM project that aims to endow people with motor disabilities with the ability to edit and author multimedia content through mental commands and gaze activity. The dataset includes EEG, eye-tracking, and physiological (GSR and Heart rate) signals collected from 34 individuals (18 able-bodied and 16 motor-impaired). Data were collected during the interaction with specifically designed interface for web browsing and multimedia content manipulation and during imaginary movement tasks. The presented dataset will contribute towards the development and evaluation of modern human-computer interaction systems that would foster the integration of people with severe motor impairments back into society.
Coarse-grained, foldable, physical model of the polypeptide chain.
Chakraborty, Promita; Zuckermann, Ronald N
2013-08-13
Although nonflexible, scaled molecular models like Pauling-Corey's and its descendants have made significant contributions in structural biology research and pedagogy, recent technical advances in 3D printing and electronics make it possible to go one step further in designing physical models of biomacromolecules: to make them conformationally dynamic. We report here the design, construction, and validation of a flexible, scaled, physical model of the polypeptide chain, which accurately reproduces the bond rotational degrees of freedom in the peptide backbone. The coarse-grained backbone model consists of repeating amide and α-carbon units, connected by mechanical bonds (corresponding to ϕ and ψ) that include realistic barriers to rotation that closely approximate those found at the molecular scale. Longer-range hydrogen-bonding interactions are also incorporated, allowing the chain to readily fold into stable secondary structures. The model is easily constructed with readily obtainable parts and promises to be a tremendous educational aid to the intuitive understanding of chain folding as the basis for macromolecular structure. Furthermore, this physical model can serve as the basis for linking tangible biomacromolecular models directly to the vast array of existing computational tools to provide an enhanced and interactive human-computer interface.
OVERVIEW OF THE U.S. EPA NERL'S HUMAN EXPOSURE MODELING
Computational modeling of human exposure to environmental pollutants is one of the primary activities of the US Environmental Protection Agency's National Exposure Research Laboratory (NERL). Assessment of human exposures is a critical part of the overall risk assessment para...
Using Three-Dimensional Interactive Graphics To Teach Equipment Procedures.
ERIC Educational Resources Information Center
Hamel, Cheryl J.; Ryan-Jones, David L.
1997-01-01
Focuses on how three-dimensional graphical and interactive features of computer-based instruction can enhance learning and support human cognition during technical training of equipment procedures. Presents guidelines for using three-dimensional interactive graphics to teach equipment procedures based on studies of the effects of graphics, motion,…
Relativistic Radiative and Auger Rates for Fe XXIV
NASA Technical Reports Server (NTRS)
Bautista, M. A.; Mendoza, C.; Kallman, T. R.; Palmeri, P.; White, Nicholas E. (Technical Monitor)
2002-01-01
As part of a project to compute improved atomic data for the spectral modeling of iron K lines, we report extensive calculations and comparisons of radiative and Auger rates for transitions involving the K-vacancy states in Fe XXIV. By making use of several computational codes, a detailed study is carried out of orbital representation, configuration interaction, relativistic corrections, cancellation effects, and fine tuning. It is shown that a formal treatment of the Breit interaction is essential to render the important magnetic correlations that take part in the decay pathways of this ion. As a result, the accuracy of the present A-values is firmly ranked at better than 10% while that of the Auger rates at only 15%.
01010000 01001100 01000001 01011001: Play Elements in Computer Programming
ERIC Educational Resources Information Center
Breslin, Samantha
2013-01-01
This article explores the role of play in human interaction with computers in the context of computer programming. The author considers many facets of programming including the literary practice of coding, the abstract design of programs, and more mundane activities such as testing, debugging, and hacking. She discusses how these incorporate the…
Introduction to Social Network Analysis
NASA Astrophysics Data System (ADS)
Zaphiris, Panayiotis; Ang, Chee Siang
Social Network analysis focuses on patterns of relations between and among people, organizations, states, etc. It aims to describe networks of relations as fully as possible, identify prominent patterns in such networks, trace the flow of information through them, and discover what effects these relations and networks have on people and organizations. Social network analysis offers a very promising potential for analyzing human-human interactions in online communities (discussion boards, newsgroups, virtual organizations). This Tutorial provides an overview of this analytic technique and demonstrates how it can be used in Human Computer Interaction (HCI) research and practice, focusing especially on Computer Mediated Communication (CMC). This topic acquires particular importance these days, with the increasing popularity of social networking websites (e.g., youtube, myspace, MMORPGs etc.) and the research interest in studying them.
ERIC Educational Resources Information Center
Ollhoff, Jim
This paper explores several theories of human development, with particular attention to the development of social interaction. Part 1 compares and contrasts major developmental theories, including those of Freud, Erikson, Piaget, Kohlberg, Kegan, Fowler, and Selman. From birth to 1 year, infants are laying the foundation that will guide their…
eHealth Research from the User’s Perspective
Hesse, Bradford W.; Shneiderman, Ben
2007-01-01
The application of Information Technology (IT) to issues of healthcare delivery has had a long and tortuous history in the U.S. Within the field of eHealth, vanguard applications of advanced computing techniques, such as applications in artificial intelligence or expert systems, have languished in spite of a track record of scholarly publication and decisional accuracy. The problem is one of purpose, of asking the right questions for the science to solve. Historically, many computer science pioneers have been tempted to ask “what can the computer do?” New advances in eHealth are prompting developers to ask “what can people do?” How can eHealth take part in national goals for healthcare reform to empower relationships between healthcare professionals and patients, healthcare teams and families, and hospitals and communities to improve health equitably throughout the population? To do this, eHealth researchers must combine best evidence from the user sciences (human factors engineering, human-computer interaction, psychology, and usability) with best evidence in medicine to create transformational improvements in the quality of care that medicine offers. These improvements should follow recommendations from the Institute of Medicine to create a health care system that is (a) safe, (b) effective (evidence-based), (c) patient-centered, and (d) timely. Relying on the eHealth researcher’s intuitive grasp of systems issues, improvements should be made with considerations of users and beneficiaries at the individual (patient/physician), group (family/staff), community, and broad environmental levels. PMID:17466825
Human Exploration Ethnography of the Haughton-Mars Project, 1998-1999
NASA Technical Reports Server (NTRS)
Clancey, William J.; Swanson, Keith (Technical Monitor)
1999-01-01
During the past two field seasons, July 1988 and 1999, we have conducted research about the field practices of scientists and engineers at Haughton Crater on Devon Island in the Canadian Arctic, with the objective of determining how people will live and work on Mars. This broad investigation of field life and work practice, part of the Haughton-Mars Project lead by Pascal Lee, spans social and cognitive anthropology, psychology, and computer science. Our approach involves systematic observation and description of activities, places, and concepts, constituting an ethnography of field science at Haughton. Our focus is on human behaviors-what people do, where, when, with whom, and why. By locating behavior in time and place-in contrast with a purely functional or "task oriented" description of work-we find patterns constituting the choreography of interaction between people, their habitat, and their tools. As such, we view the exploration process in terms of a total system comprising a social organization, facilities, terrain/climate, personal identities, artifacts, and computer tools. Because we are computer scientists seeking to develop new kinds of tools for living and working on Mars, we focus on the existing representational tools (such as documents and measuring devices), learning and improvization (such as use of the internet or informal assistance), and prototype computational systems brought to the field. Our research is based on partnership, by which field scientists and engineers actively contribute to our findings, just as we participate in their work and life.
Smooth leader or sharp follower? Playing the mirror game with a robot.
Kashi, Shir; Levy-Tzedek, Shelly
2018-01-01
The increasing number of opportunities for human-robot interactions in various settings, from industry through home use to rehabilitation, creates a need to understand how to best personalize human-robot interactions to fit both the user and the task at hand. In the current experiment, we explored a human-robot collaborative task of joint movement, in the context of an interactive game. We set out to test people's preferences when interacting with a robotic arm, playing a leader-follower imitation game (the mirror game). Twenty two young participants played the mirror game with the robotic arm, where one player (person or robot) followed the movements of the other. Each partner (person and robot) was leading part of the time, and following part of the time. When the robotic arm was leading the joint movement, it performed movements that were either sharp or smooth, which participants were later asked to rate. The greatest preference was given to smooth movements. Half of the participants preferred to lead, and half preferred to follow. Importantly, we found that the movements of the robotic arm primed the subsequent movements performed by the participants. The priming effect by the robot on the movements of the human should be considered when designing interactions with robots. Our results demonstrate individual differences in preferences regarding the role of the human and the joint motion path of the robot and the human when performing the mirror game collaborative task, and highlight the importance of personalized human-robot interactions.
Computer-generated forces in distributed interactive simulation
NASA Astrophysics Data System (ADS)
Petty, Mikel D.
1995-04-01
Distributed Interactive Simulation (DIS) is an architecture for building large-scale simulation models from a set of independent simulator nodes communicating via a common network protocol. DIS is most often used to create a simulated battlefield for military training. Computer Generated Forces (CGF) systems control large numbers of autonomous battlefield entities in a DIS simulation using computer equipment and software rather than humans in simulators. CGF entities serve as both enemy forces and supplemental friendly forces in a DIS exercise. Research into various aspects of CGF systems is ongoing. Several CGF systems have been implemented.
Ron, Gil; Globerson, Yuval; Moran, Dror; Kaplan, Tommy
2017-12-21
Proximity-ligation methods such as Hi-C allow us to map physical DNA-DNA interactions along the genome, and reveal its organization into topologically associating domains (TADs). As the Hi-C data accumulate, computational methods were developed for identifying domain borders in multiple cell types and organisms. Here, we present PSYCHIC, a computational approach for analyzing Hi-C data and identifying promoter-enhancer interactions. We use a unified probabilistic model to segment the genome into domains, which we then merge hierarchically and fit using a local background model, allowing us to identify over-represented DNA-DNA interactions across the genome. By analyzing the published Hi-C data sets in human and mouse, we identify hundreds of thousands of putative enhancers and their target genes, and compile an extensive genome-wide catalog of gene regulation in human and mouse. As we show, our predictions are highly enriched for ChIP-seq and DNA accessibility data, evolutionary conservation, eQTLs and other DNA-DNA interaction data.
Interviewing Suspects with Avatars: Avatars Are More Effective When Perceived as Human
Ströfer, Sabine; Ufkes, Elze G.; Bruijnes, Merijn; Giebels, Ellen; Noordzij, Matthijs L.
2016-01-01
It has been consistently demonstrated that deceivers generally can be discriminated from truth tellers by monitoring an increase in their physiological response. But is this still the case when deceivers interact with a virtual avatar? The present research investigated whether the mere “belief” that the virtual avatar is computer or human operated forms a crucial factor for eliciting physiological cues to deception. Participants were interviewed about a transgression they had been seduced to commit, by a human-like virtual avatar. In a between-subject design, participants either deceived or told the truth about this transgression. During the interviews, we measured the physiological responses assessing participants' electrodermal activity (EDA). In line with our hypothesis, EDA differences between deceivers and truth tellers only were significant for participants who believed they interacted with a human operated (compared to a computer operated) avatar. These results have theoretical as well as practical implications which we will discuss. PMID:27148150
Human Factors in Automated and Robotic Space Systems: Proceedings of a symposium. Part 2
NASA Technical Reports Server (NTRS)
1987-01-01
Human factors research likely to produce results applicable to the development of a NASA space station is discussed. The particular sessions covered in Part 2 include: (1) computer aided monitoring and decision making; (2) telepresence and supervisory control; (3) social factors in productivity and performance; and (4) the human role in space systems. Papers from each subject area are reproduced and the discussions from each area are summarized.
Hands in space: gesture interaction with augmented-reality interfaces.
Billinghurst, Mark; Piumsomboon, Tham; Huidong Bai
2014-01-01
Researchers at the Human Interface Technology Laboratory New Zealand (HIT Lab NZ) are investigating free-hand gestures for natural interaction with augmented-reality interfaces. They've applied the results to systems for desktop computers and mobile devices.
Human-machine interface for a VR-based medical imaging environment
NASA Astrophysics Data System (ADS)
Krapichler, Christian; Haubner, Michael; Loesch, Andreas; Lang, Manfred K.; Englmeier, Karl-Hans
1997-05-01
Modern 3D scanning techniques like magnetic resonance imaging (MRI) or computed tomography (CT) produce high- quality images of the human anatomy. Virtual environments open new ways to display and to analyze those tomograms. Compared with today's inspection of 2D image sequences, physicians are empowered to recognize spatial coherencies and examine pathological regions more facile, diagnosis and therapy planning can be accelerated. For that purpose a powerful human-machine interface is required, which offers a variety of tools and features to enable both exploration and manipulation of the 3D data. Man-machine communication has to be intuitive and efficacious to avoid long accustoming times and to enhance familiarity with and acceptance of the interface. Hence, interaction capabilities in virtual worlds should be comparable to those in the real work to allow utilization of our natural experiences. In this paper the integration of hand gestures and visual focus, two important aspects in modern human-computer interaction, into a medical imaging environment is shown. With the presented human- machine interface, including virtual reality displaying and interaction techniques, radiologists can be supported in their work. Further, virtual environments can even alleviate communication between specialists from different fields or in educational and training applications.
NASA Astrophysics Data System (ADS)
Whitford, Dennis J.
2002-05-01
This paper, the second of a two-part series, introduces undergraduate students to ocean wave forecasting using interactive computer-generated visualization and animation. Verbal descriptions and two-dimensional illustrations are often insufficient for student comprehension. Fortunately, the introduction of computers in the geosciences provides a tool for addressing this problem. Computer-generated visualization and animation, accompanied by oral explanation, have been shown to be a pedagogical improvement to more traditional methods of instruction. Cartographic science and other disciplines using geographical information systems have been especially aggressive in pioneering the use of visualization and animation, whereas oceanography has not. This paper will focus on the teaching of ocean swell wave forecasting, often considered a difficult oceanographic topic due to the mathematics and physics required, as well as its interdependence on time and space. Several MATLAB ® software programs are described and offered to visualize and animate group speed, frequency dispersion, angular dispersion, propagation, and wave height forecasting of deep water ocean swell waves. Teachers may use these interactive visualizations and animations without requiring an extensive background in computer programming.
Eye-movements and Voice as Interface Modalities to Computer Systems
NASA Astrophysics Data System (ADS)
Farid, Mohsen M.; Murtagh, Fionn D.
2003-03-01
We investigate the visual and vocal modalities of interaction with computer systems. We focus our attention on the integration of visual and vocal interface as possible replacement and/or additional modalities to enhance human-computer interaction. We present a new framework for employing eye gaze as a modality of interface. While voice commands, as means of interaction with computers, have been around for a number of years, integration of both the vocal interface and the visual interface, in terms of detecting user's eye movements through an eye-tracking device, is novel and promises to open the horizons for new applications where a hand-mouse interface provides little or no apparent support to the task to be accomplished. We present an array of applications to illustrate the new framework and eye-voice integration.
Analysis of Human Body Bipedal Stability for Neuromotor Disabilities
NASA Astrophysics Data System (ADS)
Baritz, Mihaela; Cristea, Luciana; Rogozea, Liliana; Cotoros, Diana; Repanovici, Angela
2009-04-01
The analysis of different biomechanical aspects of balance and equilibrium is presented in the first part of the paper. We analyzed the posture, balance and stability of human body for a normal person and for a person with loco-motor or neuro-motor disabilities (in the second part). In the third part of the paper we presented the methodology and the experimental setup used to record the human body behavior in postural stability for persons with neuro-motors disabilities. The results and the conclusions are presented in the final part of the paper and also in the future work meant to establish the computer analysis for rehabilitation neuromotor disabilities.
Coherence protection in coupled quantum systems
NASA Astrophysics Data System (ADS)
Cammack, H. M.; Kirton, P.; Stace, T. M.; Eastham, P. R.; Keeling, J.; Lovett, B. W.
2018-02-01
The interaction of a quantum system with its environment causes decoherence, setting a fundamental limit on its suitability for quantum information processing. However, we show that if the system consists of coupled parts with different internal energy scales then the interaction of one part with a thermal bath need not lead to loss of coherence from the other. Remarkably, we find that the protected part can remain coherent for longer when the coupling to the bath becomes stronger or the temperature is raised. Our theory will enable the design of decoherence-resistant hybrid quantum computers.
NASA Astrophysics Data System (ADS)
Clarke, L.
2017-12-01
Integrated assessment (IA) modeling and research has a long history, spanning over 30 years since its inception and addressing a wide range of contemporary issues along the way. Over the last decade, IA modeling and research has emerged as one of the primary analytical methods for understanding the complex interactions between human and natural systems, from the interactions between energy, water, and land/food systems to the interplay between health, climate, and air pollution. IA modeling and research is particularly well-suited for the analysis of these interactions because it is a discipline that strives to integrate representations of multiple systems into consistent computational platforms or frameworks. In doing so, it explicitly confronts the many tradeoffs that are frequently necessary to manage complexity and computational cost while still representing the most important interactions and overall, coupled system behavior. This talk explores the history of IA modeling and research as a means to better understand its role in the assessment of contemporary issues at the confluence of human and natural systems. It traces the evolution of IA modeling and research from initial exploration of long-term emissions pathways, to the role of technology in the global evolution of the energy system, to the key linkages between land and energy systems and, more recently, the linkages with water, air pollution, and other key systems and issues. It discusses the advances in modeling that have emerged over this evolution and the biggest challenges that still present themselves as we strive to better understand the most important interactions between human and natural systems and the implications of these interactions for human welfare and decision making.
People and computers--some recent highlights.
Shackel, B
2000-12-01
This paper aims to review selectively a fair proportion of the literature on human-computer interaction (HCI) over the three years since Shackel (J. Am. Soc. Inform. Sci. 48 (11) (1997) 970-986). After a brief note of history I discuss traditional input, output and workplace aspects, the web and 'E-topics', web-related aspects, virtual reality, safety-critical systems, and the need to move from HCI to human-system integration (HSI). Finally I suggest, and consider briefly, some future possibilities and issues including web consequences, embedded ubiquitous computing, and 'back to systems ergonomics?'.
HUMAN--A Comprehensive Physiological Model.
ERIC Educational Resources Information Center
Coleman, Thomas G.; Randall, James E.
1983-01-01
Describes computer program (HUMAN) used to simulate physiological experiments on patient pathology. Program (available from authors, including versions for microcomputers) consists of dynamic interactions of over 150 physiological variables and integrating approximations of cardiovascular, renal, lung, temperature regulation, and some hormone…
ERIC Educational Resources Information Center
Kiyici, Mubin
2011-01-01
HCI is a field which has an increasing popularity by virtue of the spread of the computers and internet and gradually contributes to the production of the user-friendlier software and hardware with the contribution of the scientists from different disciplines. Teacher candidates studying at the computer and instructional technologies department…
A Computational Model of Active Vision for Visual Search in Human-Computer Interaction
2010-08-01
processors that interact with the production rules to produce behavior, and (c) parameters that constrain the behavior of the model (e.g., the...velocity of a saccadic eye movement). While the parameters can be task-specific, the majority of the parameters are usually fixed across a wide variety...previously estimated durations. Hooge and Erkelens (1996) review these four explanations of fixation duration control. A variety of research
ERIC Educational Resources Information Center
Howard, A. M.; Park, Chung Hyuk; Remy, S.
2012-01-01
The robotics field represents the integration of multiple facets of computer science and engineering. Robotics-based activities have been shown to encourage K-12 students to consider careers in computing and have even been adopted as part of core computer-science curriculum at a number of universities. Unfortunately, for students with visual…
ERIC Educational Resources Information Center
Dillenbourg, Pierre
1996-01-01
Maintains that diagnosis, explanation, and tutoring, the functions of an interactive learning environment, are collaborative processes. Examines how human-computer interaction can be improved using a distributed cognition framework. Discusses situational and distributed knowledge theories and provides a model on how they can be used to redesign…
Human Motion Tracking and Glove-Based User Interfaces for Virtual Environments in ANVIL
NASA Technical Reports Server (NTRS)
Dumas, Joseph D., II
2002-01-01
The Army/NASA Virtual Innovations Laboratory (ANVIL) at Marshall Space Flight Center (MSFC) provides an environment where engineers and other personnel can investigate novel applications of computer simulation and Virtual Reality (VR) technologies. Among the many hardware and software resources in ANVIL are several high-performance Silicon Graphics computer systems and a number of commercial software packages, such as Division MockUp by Parametric Technology Corporation (PTC) and Jack by Unigraphics Solutions, Inc. These hardware and software platforms are used in conjunction with various VR peripheral I/O (input / output) devices, CAD (computer aided design) models, etc. to support the objectives of the MSFC Engineering Systems Department/Systems Engineering Support Group (ED42) by studying engineering designs, chiefly from the standpoint of human factors and ergonomics. One of the more time-consuming tasks facing ANVIL personnel involves the testing and evaluation of peripheral I/O devices and the integration of new devices with existing hardware and software platforms. Another important challenge is the development of innovative user interfaces to allow efficient, intuitive interaction between simulation users and the virtual environments they are investigating. As part of his Summer Faculty Fellowship, the author was tasked with verifying the operation of some recently acquired peripheral interface devices and developing new, easy-to-use interfaces that could be used with existing VR hardware and software to better support ANVIL projects.
NASA Technical Reports Server (NTRS)
Coles, W. A.
1975-01-01
The CAD/CAM interactive computer graphics system was described; uses to which it has been put were shown, and current developments of the system were outlined. The system supports batch, time sharing, and fully interactive graphic processing. Engineers using the system may switch between these methods of data processing and problem solving to make the best use of the available resources. It is concluded that the introduction of on-line computing in the form of teletypes, storage tubes, and fully interactive graphics has resulted in large increases in productivity and reduced timescales in the geometric computing, numerical lofting and part programming areas, together with a greater utilization of the system in the technical departments.
Multi-step EMG Classification Algorithm for Human-Computer Interaction
NASA Astrophysics Data System (ADS)
Ren, Peng; Barreto, Armando; Adjouadi, Malek
A three-electrode human-computer interaction system, based on digital processing of the Electromyogram (EMG) signal, is presented. This system can effectively help disabled individuals paralyzed from the neck down to interact with computers or communicate with people through computers using point-and-click graphic interfaces. The three electrodes are placed on the right frontalis, the left temporalis and the right temporalis muscles in the head, respectively. The signal processing algorithm used translates the EMG signals during five kinds of facial movements (left jaw clenching, right jaw clenching, eyebrows up, eyebrows down, simultaneous left & right jaw clenching) into five corresponding types of cursor movements (left, right, up, down and left-click), to provide basic mouse control. The classification strategy is based on three principles: the EMG energy of one channel is typically larger than the others during one specific muscle contraction; the spectral characteristics of the EMG signals produced by the frontalis and temporalis muscles during different movements are different; the EMG signals from adjacent channels typically have correlated energy profiles. The algorithm is evaluated on 20 pre-recorded EMG signal sets, using Matlab simulations. The results show that this method provides improvements and is more robust than other previous approaches.
An innovative multimodal virtual platform for communication with devices in a natural way
NASA Astrophysics Data System (ADS)
Kinkar, Chhayarani R.; Golash, Richa; Upadhyay, Akhilesh R.
2012-03-01
As technology grows people are diverted and are more interested in communicating with machine or computer naturally. This will make machine more compact and portable by avoiding remote, keyboard etc. also it will help them to live in an environment free from electromagnetic waves. This thought has made 'recognition of natural modality in human computer interaction' a most appealing and promising research field. Simultaneously it has been observed that using single mode of interaction limit the complete utilization of commands as well as data flow. In this paper a multimodal platform, where out of many natural modalities like eye gaze, speech, voice, face etc. human gestures are combined with human voice is proposed which will minimize the mean square error. This will loosen the strict environment needed for accurate and robust interaction while using single mode. Gesture complement Speech, gestures are ideal for direct object manipulation and natural language is used for descriptive tasks. Human computer interaction basically requires two broad sections recognition and interpretation. Recognition and interpretation of natural modality in complex binary instruction is a tough task as it integrate real world to virtual environment. The main idea of the paper is to develop a efficient model for data fusion coming from heterogeneous sensors, camera and microphone. Through this paper we have analyzed that the efficiency is increased if heterogeneous data (image & voice) is combined at feature level using artificial intelligence. The long term goal of this paper is to design a robust system for physically not able or having less technical knowledge.
McClelland, James L.
2013-01-01
This article seeks to establish a rapprochement between explicitly Bayesian models of contextual effects in perception and neural network models of such effects, particularly the connectionist interactive activation (IA) model of perception. The article is in part an historical review and in part a tutorial, reviewing the probabilistic Bayesian approach to understanding perception and how it may be shaped by context, and also reviewing ideas about how such probabilistic computations may be carried out in neural networks, focusing on the role of context in interactive neural networks, in which both bottom-up and top-down signals affect the interpretation of sensory inputs. It is pointed out that connectionist units that use the logistic or softmax activation functions can exactly compute Bayesian posterior probabilities when the bias terms and connection weights affecting such units are set to the logarithms of appropriate probabilistic quantities. Bayesian concepts such the prior, likelihood, (joint and marginal) posterior, probability matching and maximizing, and calculating vs. sampling from the posterior are all reviewed and linked to neural network computations. Probabilistic and neural network models are explicitly linked to the concept of a probabilistic generative model that describes the relationship between the underlying target of perception (e.g., the word intended by a speaker or other source of sensory stimuli) and the sensory input that reaches the perceiver for use in inferring the underlying target. It is shown how a new version of the IA model called the multinomial interactive activation (MIA) model can sample correctly from the joint posterior of a proposed generative model for perception of letters in words, indicating that interactive processing is fully consistent with principled probabilistic computation. Ways in which these computations might be realized in real neural systems are also considered. PMID:23970868
McClelland, James L
2013-01-01
This article seeks to establish a rapprochement between explicitly Bayesian models of contextual effects in perception and neural network models of such effects, particularly the connectionist interactive activation (IA) model of perception. The article is in part an historical review and in part a tutorial, reviewing the probabilistic Bayesian approach to understanding perception and how it may be shaped by context, and also reviewing ideas about how such probabilistic computations may be carried out in neural networks, focusing on the role of context in interactive neural networks, in which both bottom-up and top-down signals affect the interpretation of sensory inputs. It is pointed out that connectionist units that use the logistic or softmax activation functions can exactly compute Bayesian posterior probabilities when the bias terms and connection weights affecting such units are set to the logarithms of appropriate probabilistic quantities. Bayesian concepts such the prior, likelihood, (joint and marginal) posterior, probability matching and maximizing, and calculating vs. sampling from the posterior are all reviewed and linked to neural network computations. Probabilistic and neural network models are explicitly linked to the concept of a probabilistic generative model that describes the relationship between the underlying target of perception (e.g., the word intended by a speaker or other source of sensory stimuli) and the sensory input that reaches the perceiver for use in inferring the underlying target. It is shown how a new version of the IA model called the multinomial interactive activation (MIA) model can sample correctly from the joint posterior of a proposed generative model for perception of letters in words, indicating that interactive processing is fully consistent with principled probabilistic computation. Ways in which these computations might be realized in real neural systems are also considered.
Interactive machine learning for health informatics: when do we need the human-in-the-loop?
Holzinger, Andreas
2016-06-01
Machine learning (ML) is the fastest growing field in computer science, and health informatics is among the greatest challenges. The goal of ML is to develop algorithms which can learn and improve over time and can be used for predictions. Most ML researchers concentrate on automatic machine learning (aML), where great advances have been made, for example, in speech recognition, recommender systems, or autonomous vehicles. Automatic approaches greatly benefit from big data with many training sets. However, in the health domain, sometimes we are confronted with a small number of data sets or rare events, where aML-approaches suffer of insufficient training samples. Here interactive machine learning (iML) may be of help, having its roots in reinforcement learning, preference learning, and active learning. The term iML is not yet well used, so we define it as "algorithms that can interact with agents and can optimize their learning behavior through these interactions, where the agents can also be human." This "human-in-the-loop" can be beneficial in solving computationally hard problems, e.g., subspace clustering, protein folding, or k-anonymization of health data, where human expertise can help to reduce an exponential search space through heuristic selection of samples. Therefore, what would otherwise be an NP-hard problem, reduces greatly in complexity through the input and the assistance of a human agent involved in the learning phase.
Network-based study reveals potential infection pathways of hepatitis-C leading to various diseases.
Mukhopadhyay, Anirban; Maulik, Ujjwal
2014-01-01
Protein-protein interaction network-based study of viral pathogenesis has been gaining popularity among computational biologists in recent days. In the present study we attempt to investigate the possible pathways of hepatitis-C virus (HCV) infection by integrating the HCV-human interaction network, human protein interactome and human genetic disease association network. We have proposed quasi-biclique and quasi-clique mining algorithms to integrate these three networks to identify infection gateway host proteins and possible pathways of HCV pathogenesis leading to various diseases. Integrated study of three networks, namely HCV-human interaction network, human protein interaction network, and human proteins-disease association network reveals potential pathways of infection by the HCV that lead to various diseases including cancers. The gateway proteins have been found to be biologically coherent and have high degrees in human interactome compared to the other virus-targeted proteins. The analyses done in this study provide possible targets for more effective anti-hepatitis-C therapeutic involvement.
Network-Based Study Reveals Potential Infection Pathways of Hepatitis-C Leading to Various Diseases
Mukhopadhyay, Anirban; Maulik, Ujjwal
2014-01-01
Protein-protein interaction network-based study of viral pathogenesis has been gaining popularity among computational biologists in recent days. In the present study we attempt to investigate the possible pathways of hepatitis-C virus (HCV) infection by integrating the HCV-human interaction network, human protein interactome and human genetic disease association network. We have proposed quasi-biclique and quasi-clique mining algorithms to integrate these three networks to identify infection gateway host proteins and possible pathways of HCV pathogenesis leading to various diseases. Integrated study of three networks, namely HCV-human interaction network, human protein interaction network, and human proteins-disease association network reveals potential pathways of infection by the HCV that lead to various diseases including cancers. The gateway proteins have been found to be biologically coherent and have high degrees in human interactome compared to the other virus-targeted proteins. The analyses done in this study provide possible targets for more effective anti-hepatitis-C therapeutic involvement. PMID:24743187
NASA Technical Reports Server (NTRS)
Malin, Jane T.; Schreckenghost, Debra L.; Woods, David D.; Potter, Scott S.; Johannesen, Leila; Holloway, Matthew; Forbus, Kenneth D.
1991-01-01
Initial results are reported from a multi-year, interdisciplinary effort to provide guidance and assistance for designers of intelligent systems and their user interfaces. The objective is to achieve more effective human-computer interaction (HCI) for systems with real time fault management capabilities. Intelligent fault management systems within the NASA were evaluated for insight into the design of systems with complex HCI. Preliminary results include: (1) a description of real time fault management in aerospace domains; (2) recommendations and examples for improving intelligent systems design and user interface design; (3) identification of issues requiring further research; and (4) recommendations for a development methodology integrating HCI design into intelligent system design.
NASA Technical Reports Server (NTRS)
1993-01-01
Jack is an advanced human factors software package that provides a three dimensional model for predicting how a human will interact with a given system or environment. It can be used for a broad range of computer-aided design applications. Jack was developed by the computer Graphics Research Laboratory of the University of Pennsylvania with assistance from NASA's Johnson Space Center, Ames Research Center and the Army. It is the University's first commercial product. Jack is still used for academic purposes at the University of Pennsylvania. Commercial rights were given to Transom Technologies, Inc.
Advancements in remote physiological measurement and applications in human-computer interaction
NASA Astrophysics Data System (ADS)
McDuff, Daniel
2017-04-01
Physiological signals are important for tracking health and emotional states. Imaging photoplethysmography (iPPG) is a set of techniques for remotely recovering cardio-pulmonary signals from video of the human body. Advances in iPPG methods over the past decade combined with the ubiquity of digital cameras presents the possibility for many new, lowcost applications of physiological monitoring. This talk will highlight methods for recovering physiological signals, work characterizing the impact of video parameters and hardware on these measurements, and applications of this technology in human-computer interfaces.
Computer Simulations as an Integral Part of Intermediate Macroeconomics.
ERIC Educational Resources Information Center
Millerd, Frank W.; Robertson, Alastair R.
1987-01-01
Describes the development of two interactive computer simulations which were fully integrated with other course materials. The simulations illustrate the effects of various real and monetary "demand shocks" on aggregate income, interest rates, and components of spending and economic output. Includes an evaluation of the simulations'…
A Survey of Students Participating in a Computer-Assisted Education Programme
ERIC Educational Resources Information Center
Yel, Elif Binboga; Korhan, Orhan
2015-01-01
This paper mainly examines anthropometric data, data regarding the habits, experiences, and attitudes of the students about their tablet/laptop/desktop computer use, in addition to self-reported musculoskeletal discomfort levels and frequencies of students participating in a tablet-assisted interactive education programme. A two-part questionnaire…
A Review of Research on Intercultural Learning through Computer-Based Digital Technologies
ERIC Educational Resources Information Center
Çiftçi, Emrullah Yasin
2016-01-01
Intercultural communication is now a crucial part of our globalizing lives; however, not everyone has an opportunity to engage in an intercultural interaction with people from different cultures. Computer-based technologies are promising in creating environments for people to communicate with people from diverse cultures. This qualitative…
Conformational dynamics of proanthocyanidins: physical and computational approaches
Fred L. Tobiason; Richard W. Hemingway; T. Hatano
1998-01-01
The interaction of plant polyphenols with proteins accounts for a good part of their commercial (e.g., leather manufacture) and biological (e.g., antimicrobial activity) significance. The interplay between observations of physical data such as crystal structure, NMR analyses, and time-resolved fluorescence with results of computational chemistry approaches has been...
DEPOSITION OF SULFATE ACID AEROSOLS IN THE DEVELOPING HUMAN LUNG
Computations of aerosol deposition as affected by (i) aerosol hygroscopicity, (ii) human age, and (iii) respiratory intensity are accomplished using a validated mathematical model. he interactive effects are very complicated but systematic. ew general observations can be made; ra...
Implications of Research on Human Memory for CALL Design.
ERIC Educational Resources Information Center
Forester, Lee
2002-01-01
Offers a brief overview of what is generally accepted about how human memory works as it applied to computer assisted language learning (CALL). Discusses a number of interactions from various CALL products in light of the research summarized. (Author/VWL)
On Mediation in Virtual Learning Environments.
ERIC Educational Resources Information Center
Davies, Larry; Hassan, W. Shukry
2001-01-01
Discusses concepts of mediation and focuses on the importance of implementing comprehensive virtual learning environments. Topics include education and technology as they relate to cultural change, social institutions, the Internet and computer-mediated communication, software design and human-computer interaction, the use of MOOs, and language.…
1983-08-01
AD- R136 99 THE INTEGRATED MISSION-PLNNING STATION: FUNCTIONAL 1/3 REQUIREMENTS AVIATOR-..(U) RNACAPR SCIENCES INC SANTA BARBARA CA S P ROGERS RUG...Continue on reverse side o necess.ar and identify by btock number) Interactive Systems Aviation Control-Display Functional Require- Plan-Computer...Dialogue Avionics Systems ments Map Display Army Aviation Design Criteria Helicopters M4ission Planning Cartography Digital Map Human Factors Navigation
Finding Waldo: Learning about Users from their Interactions.
Brown, Eli T; Ottley, Alvitta; Zhao, Helen; Quan Lin; Souvenir, Richard; Endert, Alex; Chang, Remco
2014-12-01
Visual analytics is inherently a collaboration between human and computer. However, in current visual analytics systems, the computer has limited means of knowing about its users and their analysis processes. While existing research has shown that a user's interactions with a system reflect a large amount of the user's reasoning process, there has been limited advancement in developing automated, real-time techniques that mine interactions to learn about the user. In this paper, we demonstrate that we can accurately predict a user's task performance and infer some user personality traits by using machine learning techniques to analyze interaction data. Specifically, we conduct an experiment in which participants perform a visual search task, and apply well-known machine learning algorithms to three encodings of the users' interaction data. We achieve, depending on algorithm and encoding, between 62% and 83% accuracy at predicting whether each user will be fast or slow at completing the task. Beyond predicting performance, we demonstrate that using the same techniques, we can infer aspects of the user's personality factors, including locus of control, extraversion, and neuroticism. Further analyses show that strong results can be attained with limited observation time: in one case 95% of the final accuracy is gained after a quarter of the average task completion time. Overall, our findings show that interactions can provide information to the computer about its human collaborator, and establish a foundation for realizing mixed-initiative visual analytics systems.
An intelligent multi-media human-computer dialogue system
NASA Technical Reports Server (NTRS)
Neal, J. G.; Bettinger, K. E.; Byoun, J. S.; Dobes, Z.; Thielman, C. Y.
1988-01-01
Sophisticated computer systems are being developed to assist in the human decision-making process for very complex tasks performed under stressful conditions. The human-computer interface is a critical factor in these systems. The human-computer interface should be simple and natural to use, require a minimal learning period, assist the user in accomplishing his task(s) with a minimum of distraction, present output in a form that best conveys information to the user, and reduce cognitive load for the user. In pursuit of this ideal, the Intelligent Multi-Media Interfaces project is devoted to the development of interface technology that integrates speech, natural language text, graphics, and pointing gestures for human-computer dialogues. The objective of the project is to develop interface technology that uses the media/modalities intelligently in a flexible, context-sensitive, and highly integrated manner modelled after the manner in which humans converse in simultaneous coordinated multiple modalities. As part of the project, a knowledge-based interface system, called CUBRICON (CUBRC Intelligent CONversationalist) is being developed as a research prototype. The application domain being used to drive the research is that of military tactical air control.
NASA Technical Reports Server (NTRS)
Hamilton, George S.; Williams, Jermaine C.
1998-01-01
This paper describes the methods, rationale, and comparative results of the conversion of an intravehicular (IVA) 3D human computer model (HCM) to extravehicular (EVA) use and compares the converted model to an existing model on another computer platform. The task of accurately modeling a spacesuited human figure in software is daunting: the suit restricts the human's joint range of motion (ROM) and does not have joints collocated with human joints. The modeling of the variety of materials needed to construct a space suit (e. g. metal bearings, rigid fiberglass torso, flexible cloth limbs and rubber coated gloves) attached to a human figure is currently out of reach of desktop computer hardware and software. Therefore a simplified approach was taken. The HCM's body parts were enlarged and the joint ROM was restricted to match the existing spacesuit model. This basic approach could be used to model other restrictive environments in industry such as chemical or fire protective clothing. In summary, the approach provides a moderate fidelity, usable tool which will run on current notebook computers.
DOT National Transportation Integrated Search
1997-06-01
This report describes analysis tools to predict shift under high-speed vehicle- : track interaction. The analysis approach is based on two fundamental models : developed (as part of this research); the first model computes the track lateral : residua...
ERIC Educational Resources Information Center
Goldman, Juliette D. G.; Torrisi-Steele, Geraldine
2009-01-01
Human Relationships Education is a very important part of primary school student-teacher education. All primary school children need sound guidance and enhanced knowledge about puberty, growing up successfully, and feeling competent and confident in themselves. An interactive multimedia CD-ROM was designed and developed for some Australian…
Virtual Learning Worlds as a Bridge between Arts and Humanities and Science and Technology
ERIC Educational Resources Information Center
Dunning, Jeremy; Bhattacharya, Sunand; Daniels, David; Dunning, Katherine
2007-01-01
Science and technology, when applied to educational excellence, have become part of the arts and humanities of tomorrow. The interactive multimedia technology tools available to educators today provide an opportunity to build into the distance or traditional course through learning objects, highly interactive experiential exercises that allow the…
An interactive computer lab of the galvanic cell for students in biochemistry.
Ahlstrand, Emma; Buetti-Dinh, Antoine; Friedman, Ran
2018-01-01
We describe an interactive module that can be used to teach basic concepts in electrochemistry and thermodynamics to first year natural science students. The module is used together with an experimental laboratory and improves the students' understanding of thermodynamic quantities such as Δ r G, Δ r H, and Δ r S that are calculated but not directly measured in the lab. We also discuss how new technologies can substitute some parts of experimental chemistry courses, and improve accessibility to course material. Cloud computing platforms such as CoCalc facilitate the distribution of computer codes and allow students to access and apply interactive course tools beyond the course's scope. Despite some limitations imposed by cloud computing, the students appreciated the approach and the enhanced opportunities to discuss study questions with their classmates and instructor as facilitated by the interactive tools. © 2017 by The International Union of Biochemistry and Molecular Biology, 46(1):58-65, 2018. © 2017 The International Union of Biochemistry and Molecular Biology.
Computer aided systems human engineering: A hypermedia tool
NASA Technical Reports Server (NTRS)
Boff, Kenneth R.; Monk, Donald L.; Cody, William J.
1992-01-01
The Computer Aided Systems Human Engineering (CASHE) system, Version 1.0, is a multimedia ergonomics database on CD-ROM for the Apple Macintosh II computer, being developed for use by human system designers, educators, and researchers. It will initially be available on CD-ROM and will allow users to access ergonomics data and models stored electronically as text, graphics, and audio. The CASHE CD-ROM, Version 1.0 will contain the Boff and Lincoln (1988) Engineering Data Compendium, MIL-STD-1472D and a unique, interactive simulation capability, the Perception and Performance Prototyper. Its features also include a specialized data retrieval, scaling, and analysis capability and the state of the art in information retrieval, browsing, and navigation.
Cook, Peter F.; Spivak, Mark
2014-01-01
Having previously used functional MRI to map the response to a reward signal in the ventral caudate in awake unrestrained dogs, here we examined the importance of signal source to canine caudate activation. Hand signals representing either incipient reward or no reward were presented by a familiar human (each dog’s respective handler), an unfamiliar human, and via illustrated images of hands on a computer screen to 13 dogs undergoing voluntary fMRI. All dogs had received extensive training with the reward and no-reward signals from their handlers and with the computer images and had minimal exposure to the signals from strangers. All dogs showed differentially higher BOLD response in the ventral caudate to the reward versus no reward signals, and there was a robust effect at the group level. Further, differential response to the signal source had a highly significant interaction with a dog’s general aggressivity as measured by the C-BARQ canine personality assessment. Dogs with greater aggressivity showed a higher differential response to the reward signal versus no-reward signal presented by the unfamiliar human and computer, while dogs with lower aggressivity showed a higher differential response to the reward signal versus no-reward signal from their handler. This suggests that specific facets of canine temperament bear more strongly on the perceived reward value of relevant communication signals than does reinforcement history, as each of the dogs were reinforced similarly for each signal, regardless of the source (familiar human, unfamiliar human, or computer). A group-level psychophysiological interaction (PPI) connectivity analysis showed increased functional coupling between the caudate and a region of cortex associated with visual discrimination and learning on reward versus no-reward trials. Our findings emphasize the sensitivity of the domestic dog to human social interaction, and may have other implications and applications pertinent to the training and assessment of working and pet dogs. PMID:25289182
Smooth leader or sharp follower? Playing the mirror game with a robot
Kashi, Shir; Levy-Tzedek, Shelly
2017-01-01
Background: The increasing number of opportunities for human-robot interactions in various settings, from industry through home use to rehabilitation, creates a need to understand how to best personalize human-robot interactions to fit both the user and the task at hand. In the current experiment, we explored a human-robot collaborative task of joint movement, in the context of an interactive game. Objective: We set out to test people’s preferences when interacting with a robotic arm, playing a leader-follower imitation game (the mirror game). Methods: Twenty two young participants played the mirror game with the robotic arm, where one player (person or robot) followed the movements of the other. Each partner (person and robot) was leading part of the time, and following part of the time. When the robotic arm was leading the joint movement, it performed movements that were either sharp or smooth, which participants were later asked to rate. Results: The greatest preference was given to smooth movements. Half of the participants preferred to lead, and half preferred to follow. Importantly, we found that the movements of the robotic arm primed the subsequent movements performed by the participants. Conclusion: The priming effect by the robot on the movements of the human should be considered when designing interactions with robots. Our results demonstrate individual differences in preferences regarding the role of the human and the joint motion path of the robot and the human when performing the mirror game collaborative task, and highlight the importance of personalized human-robot interactions. PMID:29036853
Saito, S; Piccoli, B; Smith, M J; Sotoyama, M; Sweitzer, G; Villanueva, M B; Yoshitake, R
2000-10-01
In the 1980's, the visual display terminal (VDT) was introduced in workplaces of many countries. Soon thereafter, an upsurge in reported cases of related health problems, such as musculoskeletal disorders and eyestrain, was seen. Recently, the flat panel display or notebook personal computer (PC) became the most remarkable feature in modern workplaces with VDTs and even in homes. A proactive approach must be taken to avert foreseeable ergonomic and occupational health problems from the use of this new technology. Because of its distinct physical and optical characteristics, the ergonomic requirements for notebook PCs in terms of machine layout, workstation design, lighting conditions, among others, should be different from the CRT-based computers. The Japan Ergonomics Society (JES) technical committee came up with a set of guidelines for notebook PC use following exploratory discussions that dwelt on its ergonomic aspects. To keep in stride with this development, the Technical Committee on Human-Computer Interaction under the auspices of the International Ergonomics Association worked towards the international issuance of the guidelines. This paper unveils the result of this collaborative effort.
Computer-based personality judgments are more accurate than those made by humans
Youyou, Wu; Kosinski, Michal; Stillwell, David
2015-01-01
Judging others’ personalities is an essential skill in successful social living, as personality is a key driver behind people’s interactions, behaviors, and emotions. Although accurate personality judgments stem from social-cognitive skills, developments in machine learning show that computer models can also make valid judgments. This study compares the accuracy of human and computer-based personality judgments, using a sample of 86,220 volunteers who completed a 100-item personality questionnaire. We show that (i) computer predictions based on a generic digital footprint (Facebook Likes) are more accurate (r = 0.56) than those made by the participants’ Facebook friends using a personality questionnaire (r = 0.49); (ii) computer models show higher interjudge agreement; and (iii) computer personality judgments have higher external validity when predicting life outcomes such as substance use, political attitudes, and physical health; for some outcomes, they even outperform the self-rated personality scores. Computers outpacing humans in personality judgment presents significant opportunities and challenges in the areas of psychological assessment, marketing, and privacy. PMID:25583507
Computer-based personality judgments are more accurate than those made by humans.
Youyou, Wu; Kosinski, Michal; Stillwell, David
2015-01-27
Judging others' personalities is an essential skill in successful social living, as personality is a key driver behind people's interactions, behaviors, and emotions. Although accurate personality judgments stem from social-cognitive skills, developments in machine learning show that computer models can also make valid judgments. This study compares the accuracy of human and computer-based personality judgments, using a sample of 86,220 volunteers who completed a 100-item personality questionnaire. We show that (i) computer predictions based on a generic digital footprint (Facebook Likes) are more accurate (r = 0.56) than those made by the participants' Facebook friends using a personality questionnaire (r = 0.49); (ii) computer models show higher interjudge agreement; and (iii) computer personality judgments have higher external validity when predicting life outcomes such as substance use, political attitudes, and physical health; for some outcomes, they even outperform the self-rated personality scores. Computers outpacing humans in personality judgment presents significant opportunities and challenges in the areas of psychological assessment, marketing, and privacy.
Body metaphors--reading the body in contemporary culture.
Skara, Danica
2004-01-01
This paper addresses the linguistic reframing of the human body in contemporary culture. Our aim is to provide a linguistic description of the ways in which the body is represented in modern English language. First, we will try to focus on body metaphors in general. We have collected a sample of 300 words and phrases functioning as body metaphors in modern English language. Reading the symbolism of the body we are witnessing changes in the basic metaphorical structuring of the human body. The results show that new vocabulary binds different fields of knowledge associated with machines and human beings according to a shared textual frame: human as computer and computer as human metaphor. Humans are almost blended with computers and vice versa. This metaphorical use of the human body and its parts reveals not only currents of unconscious though but also the structures of modern society and culture.
Liu, Xuewu; Huang, Yuxiao; Liang, Jiao; Zhang, Shuai; Li, Yinghui; Wang, Jun; Shen, Yan; Xu, Zhikai; Zhao, Ya
2014-11-30
The invasion of red blood cells (RBCs) by malarial parasites is an essential step in the life cycle of Plasmodium falciparum. Human-parasite surface protein interactions play a critical role in this process. Although several interactions between human and parasite proteins have been discovered, the mechanism related to invasion remains poorly understood because numerous human-parasite protein interactions have not yet been identified. High-throughput screening experiments are not feasible for malarial parasites due to difficulty in expressing the parasite proteins. Here, we performed computational prediction of the PPIs involved in malaria parasite invasion to elucidate the mechanism by which invasion occurs. In this study, an expectation maximization algorithm was used to estimate the probabilities of domain-domain interactions (DDIs). Estimates of DDI probabilities were then used to infer PPI probabilities. We found that our prediction performance was better than that based on the information of D. melanogaster alone when information related to the six species was used. Prediction performance was assessed using protein interaction data from S. cerevisiae, indicating that the predicted results were reliable. We then used the estimates of DDI probabilities to infer interactions between 490 parasite and 3,787 human membrane proteins. A small-scale dataset was used to illustrate the usability of our method in predicting interactions between human and parasite proteins. The positive predictive value (PPV) was lower than that observed in S. cerevisiae. We integrated gene expression data to improve prediction accuracy and to reduce false positives. We identified 80 membrane proteins highly expressed in the schizont stage by fast Fourier transform method. Approximately 221 erythrocyte membrane proteins were identified using published mass spectral datasets. A network consisting of 205 interactions was predicted. Results of network analysis suggest that SNARE proteins of parasites and APP of humans may function in the invasion of RBCs by parasites. We predicted a small-scale PPI network that may be involved in parasite invasion of RBCs by integrating DDI information and expression profiles. Experimental studies should be conducted to validate the predicted interactions. The predicted PPIs help elucidate the mechanism of parasite invasion and provide directions for future experimental investigations.
Concept of software interface for BCI systems
NASA Astrophysics Data System (ADS)
Svejda, Jaromir; Zak, Roman; Jasek, Roman
2016-06-01
Brain Computer Interface (BCI) technology is intended to control external system by brain activity. One of main part of such system is software interface, which carries about clear communication between brain and either computer or additional devices connected to computer. This paper is organized as follows. Firstly, current knowledge about human brain is briefly summarized to points out its complexity. Secondly, there is described a concept of BCI system, which is then used to build an architecture of proposed software interface. Finally, there are mentioned disadvantages of sensing technology discovered during sensing part of our research.
Systematic review of computational methods for identifying miRNA-mediated RNA-RNA crosstalk.
Li, Yongsheng; Jin, Xiyun; Wang, Zishan; Li, Lili; Chen, Hong; Lin, Xiaoyu; Yi, Song; Zhang, Yunpeng; Xu, Juan
2017-10-25
Posttranscriptional crosstalk and communication between RNAs yield large regulatory competing endogenous RNA (ceRNA) networks via shared microRNAs (miRNAs), as well as miRNA synergistic networks. The ceRNA crosstalk represents a novel layer of gene regulation that controls both physiological and pathological processes such as development and complex diseases. The rapidly expanding catalogue of ceRNA regulation has provided evidence for exploitation as a general model to predict the ceRNAs in silico. In this article, we first reviewed the current progress of RNA-RNA crosstalk in human complex diseases. Then, the widely used computational methods for modeling ceRNA-ceRNA interaction networks are further summarized into five types: two types of global ceRNA regulation prediction methods and three types of context-specific prediction methods, which are based on miRNA-messenger RNA regulation alone, or by integrating heterogeneous data, respectively. To provide guidance in the computational prediction of ceRNA-ceRNA interactions, we finally performed a comparative study of different combinations of miRNA-target methods as well as five types of ceRNA identification methods by using literature-curated ceRNA regulation and gene perturbation. The results revealed that integration of different miRNA-target prediction methods and context-specific miRNA/gene expression profiles increased the performance for identifying ceRNA regulation. Moreover, different computational methods were complementary in identifying ceRNA regulation and captured different functional parts of similar pathways. We believe that the application of these computational techniques provides valuable functional insights into ceRNA regulation and is a crucial step for informing subsequent functional validation studies. © The Author 2017. Published by Oxford University Press. All rights reserved. For Permissions, please email: journals.permissions@oup.com.
Brain Computer Interfaces for Enhanced Interaction with Mobile Robot Agents
2016-07-27
synergistic and complementary way. This project focused on acquiring a mobile robotic agent platform that can be used to explore these interfaces...providing a test environment where the human control of a robot agent can be experimentally validated in 1. REPORT DATE (DD-MM-YYYY) 4. TITLE AND...Distribution Unlimited UU UU UU UU 27-07-2016 17-Sep-2013 16-Sep-2014 Final Report: Brain Computer Interfaces for Enhanced Interactions with Mobile Robot
Colloquium: Digital Technologies--Help or Hindrance for the Humanities?
ERIC Educational Resources Information Center
Barker, Elton; Bissell, Chris; Hardwick, Lorna; Jones, Allan; Ridge, Mia; Wolffe, John
2012-01-01
This article offers reflections arising from a recent colloquium at the Open University on the implications of the development of digital humanities for research in arts disciplines, and also for their interactions with computing and technology. Particular issues explored include the ways in which the digital turn in humanities research is also a…
Critical Interactives: Improving Public Understanding of Institutional Policy
ERIC Educational Resources Information Center
Buell, Duncan A.; Cooley, Heidi Rae
2012-01-01
Over the past 3 years, the authors have pursued unique cross-college collaboration. They have hosted a National Endowment for the Humanities (NEH)-funded Humanities Gaming Institute and team-taught a cross-listed course that brought together students from the humanities and computer science. Currently, they are overseeing the development of an…
User-Driven Sampling Strategies in Image Exploitation
Harvey, Neal R.; Porter, Reid B.
2013-12-23
Visual analytics and interactive machine learning both try to leverage the complementary strengths of humans and machines to solve complex data exploitation tasks. These fields overlap most significantly when training is involved: the visualization or machine learning tool improves over time by exploiting observations of the human-computer interaction. This paper focuses on one aspect of the human-computer interaction that we call user-driven sampling strategies. Unlike relevance feedback and active learning sampling strategies, where the computer selects which data to label at each iteration, we investigate situations where the user selects which data is to be labeled at each iteration. User-drivenmore » sampling strategies can emerge in many visual analytics applications but they have not been fully developed in machine learning. We discovered that in user-driven sampling strategies suggest new theoretical and practical research questions for both visualization science and machine learning. In this paper we identify and quantify the potential benefits of these strategies in a practical image analysis application. We find user-driven sampling strategies can sometimes provide significant performance gains by steering tools towards local minima that have lower error than tools trained with all of the data. Furthermore, in preliminary experiments we find these performance gains are particularly pronounced when the user is experienced with the tool and application domain.« less
User-driven sampling strategies in image exploitation
NASA Astrophysics Data System (ADS)
Harvey, Neal; Porter, Reid
2013-12-01
Visual analytics and interactive machine learning both try to leverage the complementary strengths of humans and machines to solve complex data exploitation tasks. These fields overlap most significantly when training is involved: the visualization or machine learning tool improves over time by exploiting observations of the human-computer interaction. This paper focuses on one aspect of the human-computer interaction that we call user-driven sampling strategies. Unlike relevance feedback and active learning sampling strategies, where the computer selects which data to label at each iteration, we investigate situations where the user selects which data is to be labeled at each iteration. User-driven sampling strategies can emerge in many visual analytics applications but they have not been fully developed in machine learning. User-driven sampling strategies suggest new theoretical and practical research questions for both visualization science and machine learning. In this paper we identify and quantify the potential benefits of these strategies in a practical image analysis application. We find user-driven sampling strategies can sometimes provide significant performance gains by steering tools towards local minima that have lower error than tools trained with all of the data. In preliminary experiments we find these performance gains are particularly pronounced when the user is experienced with the tool and application domain.
Son, Seokshin; Kang, Ah Reum; Kim, Hyun-chul; Kwon, Taekyoung; Park, Juyong; Kim, Huy Kang
2012-01-01
Rapid advances in modern computing and information technology have enabled millions of people to interact online via various social network and gaming services. The widespread adoption of such online services have made possible analysis of large-scale archival data containing detailed human interactions, presenting a very promising opportunity to understand the rich and complex human behavior. In collaboration with a leading global provider of Massively Multiplayer Online Role-Playing Games (MMORPGs), here we present a network science-based analysis of the interplay between distinct types of user interaction networks in the virtual world. We find that their properties depend critically on the nature of the context-interdependence of the interactions, highlighting the complex and multilayered nature of human interactions, a robust understanding of which we believe may prove instrumental in the designing of more realistic future virtual arenas as well as provide novel insights to the science of collective human behavior. PMID:22496771
Emerging Frontiers of Neuroengineering: A Network Science of Brain Connectivity
Bassett, Danielle S.; Khambhati, Ankit N.; Grafton, Scott T.
2018-01-01
Neuroengineering is faced with unique challenges in repairing or replacing complex neural systems that are composed of many interacting parts. These interactions form intricate patterns over large spatiotemporal scales and produce emergent behaviors that are difficult to predict from individual elements. Network science provides a particularly appropriate framework in which to study and intervene in such systems by treating neural elements (cells, volumes) as nodes in a graph and neural interactions (synapses, white matter tracts) as edges in that graph. Here, we review the emerging discipline of network neuroscience, which uses and develops tools from graph theory to better understand and manipulate neural systems from micro- to macroscales. We present examples of how human brain imaging data are being modeled with network analysis and underscore potential pitfalls. We then highlight current computational and theoretical frontiers and emphasize their utility in informing diagnosis and monitoring, brain–machine interfaces, and brain stimulation. A flexible and rapidly evolving enterprise, network neuroscience provides a set of powerful approaches and fundamental insights that are critical for the neuroengineer’s tool kit. PMID:28375650
Host-Microbiome Interaction and Cancer: Potential Application in Precision Medicine
Contreras, Alejandra V.; Cocom-Chan, Benjamin; Hernandez-Montes, Georgina; Portillo-Bobadilla, Tobias; Resendis-Antonio, Osbaldo
2016-01-01
It has been experimentally shown that host-microbial interaction plays a major role in shaping the wellness or disease of the human body. Microorganisms coexisting in human tissues provide a variety of benefits that contribute to proper functional activity in the host through the modulation of fundamental processes such as signal transduction, immunity and metabolism. The unbalance of this microbial profile, or dysbiosis, has been correlated with the genesis and evolution of complex diseases such as cancer. Although this latter disease has been thoroughly studied using different high-throughput (HT) technologies, its heterogeneous nature makes its understanding and proper treatment in patients a remaining challenge in clinical settings. Notably, given the outstanding role of host-microbiome interactions, the ecological interactions with microorganisms have become a new significant aspect in the systems that can contribute to the diagnosis and potential treatment of solid cancers. As a part of expanding precision medicine in the area of cancer research, efforts aimed at effective treatments for various kinds of cancer based on the knowledge of genetics, biology of the disease and host-microbiome interactions might improve the prediction of disease risk and implement potential microbiota-directed therapeutics. In this review, we present the state of the art of sequencing and metabolome technologies, computational methods and schemes in systems biology that have addressed recent breakthroughs of uncovering relationships or associations between microorganisms and cancer. Together, microbiome studies extend the horizon of new personalized treatments against cancer from the perspective of precision medicine through a synergistic strategy integrating clinical knowledge, HT data, bioinformatics, and systems biology. PMID:28018236
Patient-Specific Computational Modeling of Human Phonation
NASA Astrophysics Data System (ADS)
Xue, Qian; Zheng, Xudong; University of Maine Team
2013-11-01
Phonation is a common biological process resulted from the complex nonlinear coupling between glottal aerodynamics and vocal fold vibrations. In the past, the simplified symmetric straight geometric models were commonly employed for experimental and computational studies. The shape of larynx lumen and vocal folds are highly three-dimensional indeed and the complex realistic geometry produces profound impacts on both glottal flow and vocal fold vibrations. To elucidate the effect of geometric complexity on voice production and improve the fundamental understanding of human phonation, a full flow-structure interaction simulation is carried out on a patient-specific larynx model. To the best of our knowledge, this is the first patient-specific flow-structure interaction study of human phonation. The simulation results are well compared to the established human data. The effects of realistic geometry on glottal flow and vocal fold dynamics are investigated. It is found that both glottal flow and vocal fold dynamics present a high level of difference from the previous simplified model. This study also paved the important step toward the development of computer model for voice disease diagnosis and surgical planning. The project described was supported by Grant Number ROlDC007125 from the National Institute on Deafness and Other Communication Disorders (NIDCD).
ERIC Educational Resources Information Center
Ezen-Can, Aysu; Boyer, Kristy Elizabeth
2015-01-01
The tremendous effectiveness of intelligent tutoring systems is due in large part to their interactivity. However, when learners are free to choose the extent to which they interact with a tutoring system, not all learners do so actively. This paper examines a study with a natural language tutorial dialogue system for computer science, in which…
Exploring Gigabyte Datasets in Real Time: Architectures, Interfaces and Time-Critical Design
NASA Technical Reports Server (NTRS)
Bryson, Steve; Gerald-Yamasaki, Michael (Technical Monitor)
1998-01-01
Architectures and Interfaces: The implications of real-time interaction on software architecture design: decoupling of interaction/graphics and computation into asynchronous processes. The performance requirements of graphics and computation for interaction. Time management in such an architecture. Examples of how visualization algorithms must be modified for high performance. Brief survey of interaction techniques and design, including direct manipulation and manipulation via widgets. talk discusses how human factors considerations drove the design and implementation of the virtual wind tunnel. Time-Critical Design: A survey of time-critical techniques for both computation and rendering. Emphasis on the assignment of a time budget to both the overall visualization environment and to each individual visualization technique in the environment. The estimation of the benefit and cost of an individual technique. Examples of the modification of visualization algorithms to allow time-critical control.
Schalk, Gerwin
2009-01-01
The theoretical groundwork of the 1930’s and 1940’s and the technical advance of computers in the following decades provided the basis for dramatic increases in human efficiency. While computers continue to evolve, and we can still expect increasing benefits from their use, the interface between humans and computers has begun to present a serious impediment to full realization of the potential payoff. This article is about the theoretical and practical possibility that direct communication between the brain and the computer can be used to overcome this impediment by improving or augmenting conventional forms of human communication. It is about the opportunity that the limitations of our body’s input and output capacities can be overcome using direct interaction with the brain, and it discusses the assumptions, possible limitations, and implications of a technology that I anticipate will be a major source of pervasive changes in the coming decades. PMID:18310804
Using machine learning to emulate human hearing for predictive maintenance of equipment
NASA Astrophysics Data System (ADS)
Verma, Dinesh; Bent, Graham
2017-05-01
At the current time, interfaces between humans and machines use only a limited subset of senses that humans are capable of. The interaction among humans and computers can become much more intuitive and effective if we are able to use more senses, and create other modes of communicating between them. New machine learning technologies can make this type of interaction become a reality. In this paper, we present a framework for a holistic communication between humans and machines that uses all of the senses, and discuss how a subset of this capability can allow machines to talk to humans to indicate their health for various tasks such as predictive maintenance.
Human diets drive range expansion of megafauna-dispersed fruit species.
van Zonneveld, Maarten; Larranaga, Nerea; Blonder, Benjamin; Coradin, Lidio; Hormaza, José I; Hunter, Danny
2018-03-27
Neotropical fruit species once dispersed by Pleistocene megafauna have regained relevance in diversifying human diets to address malnutrition. Little is known about the historic interactions between humans and these fruit species. We quantified the human role in modifying geographic and environmental ranges of Neotropical fruit species by comparing the distribution of megafauna-dispersed fruit species that have been part of both human and megafauna diets with fruit species that were exclusively part of megafauna diets. Three quarters of the fruit species that were once dispersed by megafauna later became part of human diets. Our results suggest that, because of extensive dispersal and management, humans have expanded the geographic and environmental ranges of species that would otherwise have suffered range contraction after extinction of megafauna. Our results suggest that humans have been the principal dispersal agent for a large proportion of Neotropical fruit species between Central and South America. Our analyses help to identify range segments that may hold key genetic diversity resulting from historic interactions between humans and these fruit species. These genetic resources are a fundamental source to improve and diversify contemporary food systems and to maintain critical ecosystem functions. Public, private, and societal initiatives that stimulate dietary diversity could expand the food usage of these megafauna-dispersed fruit species to enhance human nutrition in combination with biodiversity conservation.
Data Analysis Tools and Methods for Improving the Interaction Design in E-Learning
ERIC Educational Resources Information Center
Popescu, Paul Stefan
2015-01-01
In this digital era, learning from data gathered from different software systems may have a great impact on the quality of the interaction experience. There are two main directions that come to enhance this emerging research domain, Intelligent Data Analysis (IDA) and Human Computer Interaction (HCI). HCI specific research methodologies can be…
Automatic Sound Generation for Spherical Objects Hitting Straight Beams Based on Physical Models.
ERIC Educational Resources Information Center
Rauterberg, M.; And Others
Sounds are the result of one or several interactions between one or several objects at a certain place and in a certain environment; the attributes of every interaction influence the generated sound. The following factors influence users in human/computer interaction: the organization of the learning environment, the content of the learning tasks,…
Social Robots as Embedded Reinforcers of Social Behavior in Children with Autism
ERIC Educational Resources Information Center
Kim, Elizabeth S.; Berkovits, Lauren D.; Bernier, Emily P.; Leyzberg, Dan; Shic, Frederick; Paul, Rhea; Scassellati, Brian
2013-01-01
In this study we examined the social behaviors of 4- to 12-year-old children with autism spectrum disorders (ASD; N = 24) during three tradic interactions with an adult confederate and an interaction partner, where the interaction partner varied randomly among (1) another adult human, (2) a touchscreen computer game, and (3) a social dinosaur…
ERIC Educational Resources Information Center
Yeh, Yu-Fang
2016-01-01
Animation is one of the useful contemporary educational technologies in teaching complex subjects. There is a growing interest in proper use of learner-technology interaction to promote learning quality for different groups of learner needs. The purpose of this study is to investigate if an interaction approach supports weak learners, who have…
ERIC Educational Resources Information Center
Ioannou, Andri; Vasiliou, Christina; Zaphiris, Panayiotis; Arh, Tanja; Klobucar, Tomaž; Pipan, Matija
2015-01-01
This exploratory case study aims to examine how students benefit from a multimodal learning environment while they engage in collaborative problem-based activity in a Human Computer Interaction (HCI) university course. For 12 weeks, 30 students, in groups of 5-7 each, participated in weekly face-to-face meetings and online interactions.…
Why Adolescents Use a Computer-Based Health Information System.
ERIC Educational Resources Information Center
Hawkins, Robert P.; And Others
The Body Awareness Resource Network (BARN) is a system of interactive computer programs designed to provide adolescents with confidential, nonjudgmental health information, behavior change strategies, and sources of referral. These programs cover five adolescent health areas: alcohol and other drugs, human sexuality, smoking prevention and…
Causal Reasoning in Medicine: Analysis of a Protocol.
ERIC Educational Resources Information Center
Kuipers, Benjamin; Kassirer, Jerome P.
1984-01-01
Describes the construction of a knowledge representation from the identification of the problem (nephrotic syndrome) to a running computer simulation of causal reasoning to provide a vertical slice of the construction of a cognitive model. Interactions between textbook knowledge, observations of human experts, and computational requirements are…
40 CFR 86.010-2 - Definitions.
Code of Federal Regulations, 2013 CFR
2013-07-01
... diagnostics, means verifying that a component and/or system that receives information from a control computer... maintained. In general, limp-home operation implies that a component or system is not operating properly or... cannot be erased through human interaction with the OBD system or any onboard computer. Potential...
40 CFR 86.010-2 - Definitions.
Code of Federal Regulations, 2014 CFR
2014-07-01
... diagnostics, means verifying that a component and/or system that receives information from a control computer... maintained. In general, limp-home operation implies that a component or system is not operating properly or... cannot be erased through human interaction with the OBD system or any onboard computer. Potential...
40 CFR 86.010-2 - Definitions.
Code of Federal Regulations, 2011 CFR
2011-07-01
... diagnostics, means verifying that a component and/or system that receives information from a control computer... maintained. In general, limp-home operation implies that a component or system is not operating properly or... cannot be erased through human interaction with the OBD system or any onboard computer. Potential...
40 CFR 86.010-2 - Definitions.
Code of Federal Regulations, 2012 CFR
2012-07-01
... diagnostics, means verifying that a component and/or system that receives information from a control computer... maintained. In general, limp-home operation implies that a component or system is not operating properly or... cannot be erased through human interaction with the OBD system or any onboard computer. Potential...
40 CFR 86.010-2 - Definitions.
Code of Federal Regulations, 2010 CFR
2010-07-01
... diagnostics, means verifying that a component and/or system that receives information from a control computer... maintained. In general, limp-home operation implies that a component or system is not operating properly or... cannot be erased through human interaction with the OBD system or any onboard computer. Potential...
A Framework for Modeling Human-Machine Interactions
NASA Technical Reports Server (NTRS)
Shafto, Michael G.; Rosekind, Mark R. (Technical Monitor)
1996-01-01
Modern automated flight-control systems employ a variety of different behaviors, or modes, for managing the flight. While developments in cockpit automation have resulted in workload reduction and economical advantages, they have also given rise to an ill-defined class of human-machine problems, sometimes referred to as 'automation surprises'. Our interest in applying formal methods for describing human-computer interaction stems from our ongoing research on cockpit automation. In this area of aeronautical human factors, there is much concern about how flight crews interact with automated flight-control systems, so that the likelihood of making errors, in particular mode-errors, is minimized and the consequences of such errors are contained. The goal of the ongoing research on formal methods in this context is: (1) to develop a framework for describing human interaction with control systems; (2) to formally categorize such automation surprises; and (3) to develop tests for identification of these categories early in the specification phase of a new human-machine system.
The computational modeling of human exposure to environmental pollutants is one of the primary activities of the US Environmental Protection Agency (USEPA)'s National Exposure Research Laboratory (NERL). Assessment of human exposures is a critical part of the overall risk assessm...
Aesthetics, Usefulness and Performance in User--Search-Engine Interaction
ERIC Educational Resources Information Center
Katz, Adi
2010-01-01
Issues of visual appeal have become an integral part of designing interactive systems. Interface aesthetics may form users' attitudes towards computer applications and information technology. Aesthetics can affect user satisfaction, and influence their willingness to buy or adopt a system. This study follows previous studies that found that users…
2017-08-08
Usability Studies In Virtual And Traditional Computer Aided Design Environments For Fault Identification Dr. Syed Adeel Ahmed, Xavier University...virtual environment with wand interfaces compared directly with a workstation non-stereoscopic traditional CAD interface with keyboard and mouse. In...the differences in interaction when compared with traditional human computer interfaces. This paper provides analysis via usability study methods
NASA Astrophysics Data System (ADS)
Zhu, Aichun; Wang, Tian; Snoussi, Hichem
2018-03-01
This paper addresses the problems of the graphical-based human pose estimation in still images, including the diversity of appearances and confounding background clutter. We present a new architecture for estimating human pose using a Convolutional Neural Network (CNN). Firstly, a Relative Mixture Deformable Model (RMDM) is defined by each pair of connected parts to compute the relative spatial information in the graphical model. Secondly, a Local Multi-Resolution Convolutional Neural Network (LMR-CNN) is proposed to train and learn the multi-scale representation of each body parts by combining different levels of part context. Thirdly, a LMR-CNN based hierarchical model is defined to explore the context information of limb parts. Finally, the experimental results demonstrate the effectiveness of the proposed deep learning approach for human pose estimation.
Computer program to perform cost and weight analysis of transport aircraft. Volume 1: Summary
NASA Technical Reports Server (NTRS)
1973-01-01
A digital computer program for evaluating the weight and costs of advanced transport designs was developed. The resultant program, intended for use at the preliminary design level, incorporates both batch mode and interactive graphics run capability. The basis of the weight and cost estimation method developed is a unique way of predicting the physical design of each detail part of a vehicle structure at a time when only configuration concept drawings are available. In addition, the technique relies on methods to predict the precise manufacturing processes and the associated material required to produce each detail part. Weight data are generated in four areas of the program. Overall vehicle system weights are derived on a statistical basis as part of the vehicle sizing process. Theoretical weights, actual weights, and the weight of the raw material to be purchased are derived as part of the structural synthesis and part definition processes based on the computed part geometry.
A machine learning approach to improve contactless heart rate monitoring using a webcam.
Monkaresi, Hamed; Calvo, Rafael A; Yan, Hong
2014-07-01
Unobtrusive, contactless recordings of physiological signals are very important for many health and human-computer interaction applications. Most current systems require sensors which intrusively touch the user's skin. Recent advances in contact-free physiological signals open the door to many new types of applications. This technology promises to measure heart rate (HR) and respiration using video only. The effectiveness of this technology, its limitations, and ways of overcoming them deserves particular attention. In this paper, we evaluate this technique for measuring HR in a controlled situation, in a naturalistic computer interaction session, and in an exercise situation. For comparison, HR was measured simultaneously using an electrocardiography device during all sessions. The results replicated the published results in controlled situations, but show that they cannot yet be considered as a valid measure of HR in naturalistic human-computer interaction. We propose a machine learning approach to improve the accuracy of HR detection in naturalistic measurements. The results demonstrate that the root mean squared error is reduced from 43.76 to 3.64 beats/min using the proposed method.
NASA Astrophysics Data System (ADS)
Aditya, K.; Biswadeep, G.; Kedar, S.; Sundar, S.
2017-11-01
Human computer communication has growing demand recent days. The new generation of autonomous technology aspires to give computer interfaces emotional states that relate and consider user as well as system environment considerations. In the existing computational model is based an artificial intelligent and externally by multi-modal expression augmented with semi human characteristics. But the main problem with is multi-model expression is that the hardware control given to the Artificial Intelligence (AI) is very limited. So, in our project we are trying to give the Artificial Intelligence (AI) more control on the hardware. There are two main parts such as Speech to Text (STT) and Text to Speech (TTS) engines are used accomplish the requirement. In this work, we are using a raspberry pi 3, a speaker and a mic as hardware and for the programing part, we are using python scripting.
An interactive framework for acquiring vision models of 3-D objects from 2-D images.
Motai, Yuichi; Kak, Avinash
2004-02-01
This paper presents a human-computer interaction (HCI) framework for building vision models of three-dimensional (3-D) objects from their two-dimensional (2-D) images. Our framework is based on two guiding principles of HCI: 1) provide the human with as much visual assistance as possible to help the human make a correct input; and 2) verify each input provided by the human for its consistency with the inputs previously provided. For example, when stereo correspondence information is elicited from a human, his/her job is facilitated by superimposing epipolar lines on the images. Although that reduces the possibility of error in the human marked correspondences, such errors are not entirely eliminated because there can be multiple candidate points close together for complex objects. For another example, when pose-to-pose correspondence is sought from a human, his/her job is made easier by allowing the human to rotate the partial model constructed in the previous pose in relation to the partial model for the current pose. While this facility reduces the incidence of human-supplied pose-to-pose correspondence errors, such errors cannot be eliminated entirely because of confusion created when multiple candidate features exist close together. Each input provided by the human is therefore checked against the previous inputs by invoking situation-specific constraints. Different types of constraints (and different human-computer interaction protocols) are needed for the extraction of polygonal features and for the extraction of curved features. We will show results on both polygonal objects and object containing curved features.
Distributed Neural Activity Patterns during Human-to-Human Competition
Piva, Matthew; Zhang, Xian; Noah, J. Adam; Chang, Steve W. C.; Hirsch, Joy
2017-01-01
Interpersonal interaction is the essence of human social behavior. However, conventional neuroimaging techniques have tended to focus on social cognition in single individuals rather than on dyads or groups. As a result, relatively little is understood about the neural events that underlie face-to-face interaction. We resolved some of the technical obstacles inherent in studying interaction using a novel imaging modality and aimed to identify neural mechanisms engaged both within and across brains in an ecologically valid instance of interpersonal competition. Functional near-infrared spectroscopy was utilized to simultaneously measure hemodynamic signals representing neural activity in pairs of subjects playing poker against each other (human–human condition) or against computer opponents (human–computer condition). Previous fMRI findings concerning single subjects confirm that neural areas recruited during social cognition paradigms are individually sensitive to human–human and human–computer conditions. However, it is not known whether face-to-face interactions between opponents can extend these findings. We hypothesize distributed effects due to live processing and specific variations in across-brain coherence not observable in single-subject paradigms. Angular gyrus (AG), a component of the temporal-parietal junction (TPJ) previously found to be sensitive to socially relevant cues, was selected as a seed to measure within-brain functional connectivity. Increased connectivity was confirmed between AG and bilateral dorsolateral prefrontal cortex (dlPFC) as well as a complex including the left subcentral area (SCA) and somatosensory cortex (SS) during interaction with a human opponent. These distributed findings were supported by contrast measures that indicated increased activity at the left dlPFC and frontopolar area that partially overlapped with the region showing increased functional connectivity with AG. Across-brain analyses of neural coherence between the players revealed synchrony between dlPFC and supramarginal gyrus (SMG) and SS in addition to synchrony between AG and the fusiform gyrus (FG) and SMG. These findings present the first evidence of a frontal-parietal neural complex including the TPJ, dlPFC, SCA, SS, and FG that is more active during human-to-human social cognition both within brains (functional connectivity) and across brains (across-brain coherence), supporting a model of functional integration of socially and strategically relevant information during live face-to-face competitive behaviors. PMID:29218005
Designing for Motivation, Engagement and Wellbeing in Digital Experience
Peters, Dorian; Calvo, Rafael A.; Ryan, Richard M.
2018-01-01
Research in psychology has shown that both motivation and wellbeing are contingent on the satisfaction of certain psychological needs. Yet, despite a long-standing pursuit in human-computer interaction (HCI) for design strategies that foster sustained engagement, behavior change and wellbeing, the basic psychological needs shown to mediate these outcomes are rarely taken into account. This is possibly due to the lack of a clear model to explain these needs in the context of HCI. Herein we introduce such a model: Motivation, Engagement and Thriving in User Experience (METUX). The model provides a framework grounded in psychological research that can allow HCI researchers and practitioners to form actionable insights with respect to how technology designs support or undermine basic psychological needs, thereby increasing motivation and engagement, and ultimately, improving user wellbeing. We propose that in order to address wellbeing, psychological needs must be considered within five different spheres of analysis including: at the point of technology adoption, during interaction with the interface, as a result of engagement with technology-specific tasks, as part of the technology-supported behavior, and as part of an individual's life overall. These five spheres of experience sit within a sixth, society, which encompasses both direct and collateral effects of technology use as well as non-user experiences. We build this model based on existing evidence for basic psychological need satisfaction, including evidence within the context of the workplace, computer games, and health. We extend and hone these ideas to provide practical advice for designers along with real world examples of how to apply the model to design practice. PMID:29892246
Prioritizing parts from cutting bills when gang-ripping first
R. Edward Thomas
1996-01-01
Computer optimization of gang-rip-first processing is a difficult problem when working with specific cutting bills. Interactions among board grade and size, arbor setup, and part sizes and quantities greatly complicate the decision making process. Cutting the wrong parts at any moment will mean that more board footage will be required to meet the bill. Using the ROugh...
Human Centered Design and Development for NASA's MerBoard
NASA Technical Reports Server (NTRS)
Trimble, Jay
2003-01-01
This viewgraph presentation provides an overview of the design and development process for NASA's MerBoard. These devices are large interactive display screens which can be shown on the user's computer, which will allow scientists in many locations to interpret and evaluate mission data in real-time. These tools are scheduled to be used during the 2003 Mars Exploration Rover (MER) expeditions. Topics covered include: mission overview, Mer Human Centered Computers, FIDO 2001 observations and MerBoard prototypes.
Design and Evaluation of Fusion Approach for Combining Brain and Gaze Inputs for Target Selection
Évain, Andéol; Argelaguet, Ferran; Casiez, Géry; Roussel, Nicolas; Lécuyer, Anatole
2016-01-01
Gaze-based interfaces and Brain-Computer Interfaces (BCIs) allow for hands-free human–computer interaction. In this paper, we investigate the combination of gaze and BCIs. We propose a novel selection technique for 2D target acquisition based on input fusion. This new approach combines the probabilistic models for each input, in order to better estimate the intent of the user. We evaluated its performance against the existing gaze and brain–computer interaction techniques. Twelve participants took part in our study, in which they had to search and select 2D targets with each of the evaluated techniques. Our fusion-based hybrid interaction technique was found to be more reliable than the previous gaze and BCI hybrid interaction techniques for 10 participants over 12, while being 29% faster on average. However, similarly to what has been observed in hybrid gaze-and-speech interaction, gaze-only interaction technique still provides the best performance. Our results should encourage the use of input fusion, as opposed to sequential interaction, in order to design better hybrid interfaces. PMID:27774048
Soft Electronics Enabled Ergonomic Human-Computer Interaction for Swallowing Training
Lee, Yongkuk; Nicholls, Benjamin; Sup Lee, Dong; Chen, Yanfei; Chun, Youngjae; Siang Ang, Chee; Yeo, Woon-Hong
2017-01-01
We introduce a skin-friendly electronic system that enables human-computer interaction (HCI) for swallowing training in dysphagia rehabilitation. For an ergonomic HCI, we utilize a soft, highly compliant (“skin-like”) electrode, which addresses critical issues of an existing rigid and planar electrode combined with a problematic conductive electrolyte and adhesive pad. The skin-like electrode offers a highly conformal, user-comfortable interaction with the skin for long-term wearable, high-fidelity recording of swallowing electromyograms on the chin. Mechanics modeling and experimental quantification captures the ultra-elastic mechanical characteristics of an open mesh microstructured sensor, conjugated with an elastomeric membrane. Systematic in vivo studies investigate the functionality of the soft electronics for HCI-enabled swallowing training, which includes the application of a biofeedback system to detect swallowing behavior. The collection of results demonstrates clinical feasibility of the ergonomic electronics in HCI-driven rehabilitation for patients with swallowing disorders. PMID:28429757
Soft Electronics Enabled Ergonomic Human-Computer Interaction for Swallowing Training
NASA Astrophysics Data System (ADS)
Lee, Yongkuk; Nicholls, Benjamin; Sup Lee, Dong; Chen, Yanfei; Chun, Youngjae; Siang Ang, Chee; Yeo, Woon-Hong
2017-04-01
We introduce a skin-friendly electronic system that enables human-computer interaction (HCI) for swallowing training in dysphagia rehabilitation. For an ergonomic HCI, we utilize a soft, highly compliant (“skin-like”) electrode, which addresses critical issues of an existing rigid and planar electrode combined with a problematic conductive electrolyte and adhesive pad. The skin-like electrode offers a highly conformal, user-comfortable interaction with the skin for long-term wearable, high-fidelity recording of swallowing electromyograms on the chin. Mechanics modeling and experimental quantification captures the ultra-elastic mechanical characteristics of an open mesh microstructured sensor, conjugated with an elastomeric membrane. Systematic in vivo studies investigate the functionality of the soft electronics for HCI-enabled swallowing training, which includes the application of a biofeedback system to detect swallowing behavior. The collection of results demonstrates clinical feasibility of the ergonomic electronics in HCI-driven rehabilitation for patients with swallowing disorders.
Socially intelligent robots: dimensions of human-robot interaction.
Dautenhahn, Kerstin
2007-04-29
Social intelligence in robots has a quite recent history in artificial intelligence and robotics. However, it has become increasingly apparent that social and interactive skills are necessary requirements in many application areas and contexts where robots need to interact and collaborate with other robots or humans. Research on human-robot interaction (HRI) poses many challenges regarding the nature of interactivity and 'social behaviour' in robot and humans. The first part of this paper addresses dimensions of HRI, discussing requirements on social skills for robots and introducing the conceptual space of HRI studies. In order to illustrate these concepts, two examples of HRI research are presented. First, research is surveyed which investigates the development of a cognitive robot companion. The aim of this work is to develop social rules for robot behaviour (a 'robotiquette') that is comfortable and acceptable to humans. Second, robots are discussed as possible educational or therapeutic toys for children with autism. The concept of interactive emergence in human-child interactions is highlighted. Different types of play among children are discussed in the light of their potential investigation in human-robot experiments. The paper concludes by examining different paradigms regarding 'social relationships' of robots and people interacting with them.
User Centered System Design. Part II: Collected Papers from the UCSD HMI Project.
ERIC Educational Resources Information Center
California Univ., San Diego, La Jolla. Inst. for Cognitive Science.
This report is a collection of 11 recent papers by the Human-Machine Interaction Group at the University of California, San Diego. The following papers are included: (1) "Stages and Levels in Human-Machine Interaction," Donald A. Norman; (2) "The Nature of Expertise in UNIX," Stephen W. Draper; (3) "Users in the Real…
ERIC Educational Resources Information Center
Marshall, Neil; Buteau, Chantal
2014-01-01
As part of their undergraduate mathematics curriculum, students at Brock University learn to create and use computer-based tools with dynamic, visual interfaces, called Exploratory Objects, developed for the purpose of conducting pure or applied mathematical investigations. A student's Development Process Model of creating and using an Exploratory…
TRAINING RESEARCH UTILIZING MAN-COMPUTER INTERACTIONS, PROMISE AND REALITY.
ERIC Educational Resources Information Center
MCCLELLAND, WILLIAM A.
THE PAPER WAS PRESENTED AS PART OF THE AVIONICS PANEL PROGRAM ON NATURAL AND ARTIFICIAL LOGIC PROCESSORS, SPONSORED BY THE ADVISORY GROUP FOR AERONAUTICAL RESEARCH AND DEVELOPMENT, NATO. SEVERAL CONCEPTUAL PROPOSITIONS IN REGARD TO MAN AND THE COMPUTER ARE OFFERED. THE NATURE OF TRAINING RESEARCH IS EXAMINED. THERE IS ALSO A BRIEF CATEGORIZATION…
Learning from a Computer Tutor with Natural Language Capabilities
ERIC Educational Resources Information Center
Michael, Joel; Rovick, Allen; Glass, Michael; Zhou, Yujian; Evens, Martha
2003-01-01
CIRCSIM-Tutor is a computer tutor designed to carry out a natural language dialogue with a medical student. Its domain is the baroreceptor reflex, the part of the cardiovascular system that is responsible for maintaining a constant blood pressure. CIRCSIM-Tutor's interaction with students is modeled after the tutoring behavior of two experienced…
Organising geometric computations for space telerobotics
NASA Technical Reports Server (NTRS)
Cameron, Stephen
1989-01-01
A truly intelligent system that interacts with the physical world must be endowed with the ability the compute with shapes: despite this, spatial reasoning is rarely regarded as part of mainstream artificial intelligence. Here, researchers argue that the study of intelligent spatial algorithms is a worthwhile activity, and give opinions and suggestions for the way forward.
The Voice as Computer Interface: A Look at Tomorrow's Technologies.
ERIC Educational Resources Information Center
Lange, Holley R.
1991-01-01
Discussion of voice as the communications device for computer-human interaction focuses on voice recognition systems for use within a library environment. Voice technologies are described, including voice response and voice recognition; examples of voice systems in use in libraries are examined; and further possibilities, including use with…
An ’Active Vision’ Computational Model of Visual Search for Human-Computer Interaction
2009-01-01
semantically related (e.g. cashew , peanut, almond) or randomly grouped (e.g. elm, eraser, potato). Groups were either labeled or not. In some...colored region were further semantically related (e.g. nuts with candy, and clothing with cosmetics). Layouts always contained 28 eight groups with
Man Machine Systems in Education.
ERIC Educational Resources Information Center
Sall, Malkit S.
This review of the research literature on the interaction between humans and computers discusses how man machine systems can be utilized effectively in the learning-teaching process, especially in secondary education. Beginning with a definition of man machine systems and comments on the poor quality of much of the computer-based learning material…
Software Should be Written by Writers.
ERIC Educational Resources Information Center
Sheridan, James
1983-01-01
Considering the computer as a collaborator rather than a machine, it is encouraged that those in the humanities and the arts fields take advantage of the great potential that artificial intelligence can offer. Stresses that unless deliberately restricted, the computer is an inherently interdisciplinary medium, and capable of interacting with any…
ERIC Educational Resources Information Center
Martinez-Maldonado, Roberto; Pardo, Abelardo; Mirriahi, Negin; Yacef, Kalina; Kay, Judy; Clayphan, Andrew
2015-01-01
Designing, validating, and deploying learning analytics tools for instructors or students is a challenge that requires techniques and methods from different disciplines, such as software engineering, human-computer interaction, computer graphics, educational design, and psychology. Whilst each has established its own design methodologies, we now…
The Stabilization, Exploration, and Expression of Computer Game History
ERIC Educational Resources Information Center
Kaltman, Eric
2017-01-01
Computer games are now a significant cultural phenomenon, and a significant artistic output of humanity. However, little effort and attention have been paid to how the medium of games and interactive software developed, and even less to the historical storage of software development documentation. This thesis borrows methodologies and practices…
A Computational Model of Linguistic Humor in Puns
ERIC Educational Resources Information Center
Kao, Justine T.; Levy, Roger; Goodman, Noah D.
2016-01-01
Humor plays an essential role in human interactions. Precisely what makes something funny, however, remains elusive. While research on natural language understanding has made significant advancements in recent years, there has been little direct integration of humor research with computational models of language understanding. In this paper, we…
Engaging or Distracting: Children's Tablet Computer Use in Education
ERIC Educational Resources Information Center
McEwen, Rhonda N.; Dubé, Adam K.
2015-01-01
Communications studies and psychology offer analytical and methodological tools that when combined have the potential to bring novel perspectives on human interaction with technologies. In this study of children using simple and complex mathematics applications on tablet computers, cognitive load theory is used to answer the question: how…
Human Machine Interfaces for Teleoperators and Virtual Environments Conference
NASA Technical Reports Server (NTRS)
1990-01-01
In a teleoperator system the human operator senses, moves within, and operates upon a remote or hazardous environment by means of a slave mechanism (a mechanism often referred to as a teleoperator). In a virtual environment system the interactive human machine interface is retained but the slave mechanism and its environment are replaced by a computer simulation. Video is replaced by computer graphics. The auditory and force sensations imparted to the human operator are similarly computer generated. In contrast to a teleoperator system, where the purpose is to extend the operator's sensorimotor system in a manner that facilitates exploration and manipulation of the physical environment, in a virtual environment system, the purpose is to train, inform, alter, or study the human operator to modify the state of the computer and the information environment. A major application in which the human operator is the target is that of flight simulation. Although flight simulators have been around for more than a decade, they had little impact outside aviation presumably because the application was so specialized and so expensive.
A video, text, and speech-driven realistic 3-d virtual head for human-machine interface.
Yu, Jun; Wang, Zeng-Fu
2015-05-01
A multiple inputs-driven realistic facial animation system based on 3-D virtual head for human-machine interface is proposed. The system can be driven independently by video, text, and speech, thus can interact with humans through diverse interfaces. The combination of parameterized model and muscular model is used to obtain a tradeoff between computational efficiency and high realism of 3-D facial animation. The online appearance model is used to track 3-D facial motion from video in the framework of particle filtering, and multiple measurements, i.e., pixel color value of input image and Gabor wavelet coefficient of illumination ratio image, are infused to reduce the influence of lighting and person dependence for the construction of online appearance model. The tri-phone model is used to reduce the computational consumption of visual co-articulation in speech synchronized viseme synthesis without sacrificing any performance. The objective and subjective experiments show that the system is suitable for human-machine interaction.
Real Time Eye Tracking and Hand Tracking Using Regular Video Cameras for Human Computer Interaction
2011-01-01
Paperwork Reduction Project (0704-0188) Washington, DC 20503. PLEASE DO NOT RETURN YOUR FORM TO THE ABOVE ADDRESS. 1. REPORT DATE (DD-MM-YYYY) January...understand us. More specifically, the computer should be able to infer what we wish to see, do , and interact with through our movements, gestures, and...in depth freedom. Our system differs from the majority of other systems in that we do not use infrared, stereo-cameras, specially-constructed
Rapid Human-Computer Interactive Conceptual Design of Mobile and Manipulative Robot Systems
2015-05-19
algorithm based on Age-Fitness Pareto Optimization (AFPO) ([9]) with an additional user prefer- ence objective and a neural network-based user model, we...greater than 40, which is about 5 times further than any robot traveled in our experiments. 6 3.3 Methods The algorithm uses a client -server computational...architecture. The client here is an interactive pro- gram which takes a pair of controllers as input, simulates4 two copies of the robot with
2014-07-08
internction ( BCI ) system allows h uman subjects to communicate with or control an extemal device with their brain signals [1], or to use those brain...signals to interact with computers, environments, or even other humans [2]. One application of BCI is to use brnin signals to distinguish target...images within a large collection of non-target images [2]. Such BCI -based systems can drastically increase the speed of target identification in
Julian, Timothy R; Bustos, Carla; Kwong, Laura H; Badilla, Alejandro D; Lee, Julia; Bischel, Heather N; Canales, Robert A
2018-05-08
Quantitative data on human-environment interactions are needed to fully understand infectious disease transmission processes and conduct accurate risk assessments. Interaction events occur during an individual's movement through, and contact with, the environment, and can be quantified using diverse methodologies. Methods that utilize videography, coupled with specialized software, can provide a permanent record of events, collect detailed interactions in high resolution, be reviewed for accuracy, capture events difficult to observe in real-time, and gather multiple concurrent phenomena. In the accompanying video, the use of specialized software to capture humanenvironment interactions for human exposure and disease transmission is highlighted. Use of videography, combined with specialized software, allows for the collection of accurate quantitative representations of human-environment interactions in high resolution. Two specialized programs include the Virtual Timing Device for the Personal Computer, which collects sequential microlevel activity time series of contact events and interactions, and LiveTrak, which is optimized to facilitate annotation of events in real-time. Opportunities to annotate behaviors at high resolution using these tools are promising, permitting detailed records that can be summarized to gain information on infectious disease transmission and incorporated into more complex models of human exposure and risk.
A parallel graded-mesh FDTD algorithm for human-antenna interaction problems.
Catarinucci, Luca; Tarricone, Luciano
2009-01-01
The finite difference time domain method (FDTD) is frequently used for the numerical solution of a wide variety of electromagnetic (EM) problems and, among them, those concerning human exposure to EM fields. In many practical cases related to the assessment of occupational EM exposure, large simulation domains are modeled and high space resolution adopted, so that strong memory and central processing unit power requirements have to be satisfied. To better afford the computational effort, the use of parallel computing is a winning approach; alternatively, subgridding techniques are often implemented. However, the simultaneous use of subgridding schemes and parallel algorithms is very new. In this paper, an easy-to-implement and highly-efficient parallel graded-mesh (GM) FDTD scheme is proposed and applied to human-antenna interaction problems, demonstrating its appropriateness in dealing with complex occupational tasks and showing its capability to guarantee the advantages of a traditional subgridding technique without affecting the parallel FDTD performance.
Predicting protein structures with a multiplayer online game.
Cooper, Seth; Khatib, Firas; Treuille, Adrien; Barbero, Janos; Lee, Jeehyung; Beenen, Michael; Leaver-Fay, Andrew; Baker, David; Popović, Zoran; Players, Foldit
2010-08-05
People exert large amounts of problem-solving effort playing computer games. Simple image- and text-recognition tasks have been successfully 'crowd-sourced' through games, but it is not clear if more complex scientific problems can be solved with human-directed computing. Protein structure prediction is one such problem: locating the biologically relevant native conformation of a protein is a formidable computational challenge given the very large size of the search space. Here we describe Foldit, a multiplayer online game that engages non-scientists in solving hard prediction problems. Foldit players interact with protein structures using direct manipulation tools and user-friendly versions of algorithms from the Rosetta structure prediction methodology, while they compete and collaborate to optimize the computed energy. We show that top-ranked Foldit players excel at solving challenging structure refinement problems in which substantial backbone rearrangements are necessary to achieve the burial of hydrophobic residues. Players working collaboratively develop a rich assortment of new strategies and algorithms; unlike computational approaches, they explore not only the conformational space but also the space of possible search strategies. The integration of human visual problem-solving and strategy development capabilities with traditional computational algorithms through interactive multiplayer games is a powerful new approach to solving computationally-limited scientific problems.
Computational prediction of host-pathogen protein-protein interactions.
Dyer, Matthew D; Murali, T M; Sobral, Bruno W
2007-07-01
Infectious diseases such as malaria result in millions of deaths each year. An important aspect of any host-pathogen system is the mechanism by which a pathogen can infect its host. One method of infection is via protein-protein interactions (PPIs) where pathogen proteins target host proteins. Developing computational methods that identify which PPIs enable a pathogen to infect a host has great implications in identifying potential targets for therapeutics. We present a method that integrates known intra-species PPIs with protein-domain profiles to predict PPIs between host and pathogen proteins. Given a set of intra-species PPIs, we identify the functional domains in each of the interacting proteins. For every pair of functional domains, we use Bayesian statistics to assess the probability that two proteins with that pair of domains will interact. We apply our method to the Homo sapiens-Plasmodium falciparum host-pathogen system. Our system predicts 516 PPIs between proteins from these two organisms. We show that pairs of human proteins we predict to interact with the same Plasmodium protein are close to each other in the human PPI network and that Plasmodium pairs predicted to interact with same human protein are co-expressed in DNA microarray datasets measured during various stages of the Plasmodium life cycle. Finally, we identify functionally enriched sub-networks spanned by the predicted interactions and discuss the plausibility of our predictions. Supplementary data are available at http://staff.vbi.vt.edu/dyermd/publications/dyer2007a.html. Supplementary data are available at Bioinformatics online.
The Electric Propulsion Interactions Code (EPIC)
NASA Technical Reports Server (NTRS)
Mikellides, I. G.; Mandell, M. J.; Kuharski, R. A.; Davis, V. A.; Gardner, B. M.; Minor, J.
2004-01-01
Science Applications International Corporation is currently developing the Electric Propulsion Interactions Code, EPIC, as part of a project sponsored by the Space Environments and Effects Program at the NASA Marshall Space Flight Center. Now in its second year of development, EPIC is an interactive computer tool that allows the construction of a 3-D spacecraft model, and the assessment of a variety of interactions between its subsystems and the plume from an electric thruster. These interactions may include erosion of surfaces due to sputtering and re-deposition of sputtered materials, surface heating, torque on the spacecraft, and changes in surface properties due to erosion and deposition. This paper describes the overall capability of EPIC and provides an outline of the physics and algorithms that comprise many of its computational modules.
Costa, Nuno; Domingues, Patricio; Fdez-Riverola, Florentino; Pereira, António
2014-01-01
Ambient Intelligence promises to transform current spaces into electronic environments that are responsive, assistive and sensitive to human presence. Those electronic environments will be fully populated with dozens, hundreds or even thousands of connected devices that share information and thus become intelligent. That massive wave of electronic devices will also invade everyday objects, turning them into smart entities, keeping their native features and characteristics while seamlessly promoting them to a new class of thinking and reasoning everyday objects. Although there are strong expectations that most of the users' needs can be fulfilled without their intervention, there are still situations where interaction is required. This paper presents work being done in the field of human-computer interaction, focusing on smart home environments, while being a part of a larger project called Aging Inside a Smart Home. This initiative arose as a way to deal with a large scourge of our country, where lots of elderly persons live alone in their homes, often with limited or no physical mobility. The project relies on the mobile agent computing paradigm in order to create a Virtual Butler that provides the interface between the elderly and the smart home infrastructure. The Virtual Butler is receptive to user questions, answering them according to the context and knowledge of the AISH. It is also capable of interacting with the user whenever it senses that something has gone wrong, notifying next of kin and/or medical services, etc. The Virtual Butler is aware of the user location and moves to the computing device which is closest to the user, in order to be always present. Its avatar can also run in handheld devices keeping its main functionality in order to track user when s/he goes out. According to the evaluation carried out, the Virtual Butler is assessed as a very interesting and loved digital friend, filling the gap between the user and the smart home. The evaluation also showed that the Virtual Butler concept can be easily ported to other types of possible smart and assistive environments like airports, hospitals, shopping malls, offices, etc. PMID:25102342
Costa, Nuno; Domingues, Patricio; Fdez-Riverola, Florentino; Pereira, António
2014-08-06
Ambient Intelligence promises to transform current spaces into electronic environments that are responsive, assistive and sensitive to human presence. Those electronic environments will be fully populated with dozens, hundreds or even thousands of connected devices that share information and thus become intelligent. That massive wave of electronic devices will also invade everyday objects, turning them into smart entities, keeping their native features and characteristics while seamlessly promoting them to a new class of thinking and reasoning everyday objects. Although there are strong expectations that most of the users' needs can be fulfilled without their intervention, there are still situations where interaction is required. This paper presents work being done in the field of human-computer interaction, focusing on smart home environments, while being a part of a larger project called Aging Inside a Smart Home. This initiative arose as a way to deal with a large scourge of our country, where lots of elderly persons live alone in their homes, often with limited or no physical mobility. The project relies on the mobile agent computing paradigm in order to create a Virtual Butler that provides the interface between the elderly and the smart home infrastructure. The Virtual Butler is receptive to user questions, answering them according to the context and knowledge of the AISH. It is also capable of interacting with the user whenever it senses that something has gone wrong, notifying next of kin and/or medical services, etc. The Virtual Butler is aware of the user location and moves to the computing device which is closest to the user, in order to be always present. Its avatar can also run in handheld devices keeping its main functionality in order to track user when s/he goes out. According to the evaluation carried out, the Virtual Butler is assessed as a very interesting and loved digital friend, filling the gap between the user and the smart home. The evaluation also showed that the Virtual Butler concept can be easily ported to other types of possible smart and assistive environments like airports, hospitals, shopping malls, offices, etc.
Visualization and Interaction in Research, Teaching, and Scientific Communication
NASA Astrophysics Data System (ADS)
Ammon, C. J.
2017-12-01
Modern computing provides many tools for exploring observations, numerical calculations, and theoretical relationships. The number of options is, in fact, almost overwhelming. But the choices provide those with modest programming skills opportunities to create unique views of scientific information and to develop deeper insights into their data, their computations, and the underlying theoretical data-model relationships. I present simple examples of using animation and human-computer interaction to explore scientific data and scientific-analysis approaches. I illustrate how valuable a little programming ability can free scientists from the constraints of existing tools and can facilitate the development of deeper appreciation data and models. I present examples from a suite of programming languages ranging from C to JavaScript including the Wolfram Language. JavaScript is valuable for sharing tools and insight (hopefully) with others because it is integrated into one of the most powerful communication tools in human history, the web browser. Although too much of that power is often spent on distracting advertisements, the underlying computation and graphics engines are efficient, flexible, and almost universally available in desktop and mobile computing platforms. Many are working to fulfill the browser's potential to become the most effective tool for interactive study. Open-source frameworks for visualizing everything from algorithms to data are available, but advance rapidly. One strategy for dealing with swiftly changing tools is to adopt common, open data formats that are easily adapted (often by framework or tool developers). I illustrate the use of animation and interaction in research and teaching with examples from earthquake seismology.
Optimal Line Length in Reading--A Literature Review
ERIC Educational Resources Information Center
Nanavati, Anuj A.; Bias, Randolph G.
2005-01-01
One of the most important, and most studied, aspects of human perception is the act of reading. Reading has received much attention from researchers, both from a human information processing (HIP) approach and as a common, practical act that needs to be optimized, especially in the realm of human-computer interaction (HCI). One of the text …
An 'electronic' extramural course in epidemiology and medical statistics.
Ostbye, T
1989-03-01
This article describes an extramural university course in epidemiology and medical statistics taught using a computer conferencing system, microcomputers and data communications. Computer conferencing was shown to be a powerful, yet quite easily mastered, vehicle for distance education. It allows health personnel unable to attend regular classes due to geographical or time constraints, to take part in an interactive learning environment at low cost. This overcomes part of the intellectual and social isolation associated with traditional correspondence courses. Teaching of epidemiology and medical statistics is well suited to computer conferencing, even if the asynchronicity of the medium makes discussion of the most complex statistical concepts a little cumbersome. Computer conferencing may also prove to be a useful tool for teaching other medical and health related subjects.
Sedig, Kamran; Parsons, Paul; Dittmer, Mark; Ola, Oluwakemi
2012-01-01
Public health professionals work with a variety of information sources to carry out their everyday activities. In recent years, interactive computational tools have become deeply embedded in such activities. Unlike the early days of computational tool use, the potential of tools nowadays is not limited to simply providing access to information; rather, they can act as powerful mediators of human-information discourse, enabling rich interaction with public health information. If public health informatics tools are designed and used properly, they can facilitate, enhance, and support the performance of complex cognitive activities that are essential to public health informatics, such as problem solving, forecasting, sense-making, and planning. However, the effective design and evaluation of public health informatics tools requires an understanding of the cognitive and perceptual issues pertaining to how humans work and think with information to perform such activities. This paper draws on research that has examined some of the relevant issues, including interaction design, complex cognition, and visual representations, to offer some human-centered design and evaluation considerations for public health informatics tools.
Harnessing the Interaction Continuum for Subtle Assisted Living
García-Herranz, Manuel; Olivera, Fernando; Haya, Pablo; Alamán, Xavier
2012-01-01
People interact with each other in many levels of attention, intention and meaning. This Interaction Continuum is used daily to deal with different contexts, adapting the interaction to communication needs and available resources. Nevertheless, computer-supported interaction has mainly focused on the most direct, explicit and intrusive types of human to human Interaction such as phone calls, emails, or video conferences. This paper presents the results of exploring and exploiting the potentials of undemanding interaction mechanisms, paying special attention to subtle communication and background interaction. As we argue the benefits of this type of interaction for people with special needs, we present a theoretical framework to define it and propose a proof of concept based on Augmented Objects and a color codification mechanism. Finally, we evaluate and analyze the strengths and limitations of such approach with people with cognitive disabilities. PMID:23012573
Design of a Multi-Touch Tabletop for Simulation-Based Training
2014-06-01
receive, for example using point and click mouse-based computer interactions to specify the routes that vehicles take as part of a convoy...learning, coordination and support for planning. We first provide background in tabletop interaction in general and survey earlier efforts to use...tremendous progress over the past five years. Touch detection technologies now enable multiple users to interact simultaneously on large areas with
Emerging Computer Media: On Image Interaction
NASA Astrophysics Data System (ADS)
Lippman, Andrew B.
1982-01-01
Emerging technologies such as inexpensive, powerful local computing, optical digital videodiscs, and the technologies of human-machine interaction are initiating a revolution in both image storage systems and image interaction systems. This paper will present a review of new approaches to computer media predicated upon three dimensional position sensing, speech recognition, and high density image storage. Examples will be shown such as the Spatial Data Management Systems wherein the free use of place results in intuitively clear retrieval systems and potentials for image association; the Movie-Map, wherein inherently static media generate dynamic views of data, and conferencing work-in-progress wherein joint processing is stressed. Application to medical imaging will be suggested, but the primary emphasis is on the general direction of imaging and reference systems. We are passing the age of simple possibility of computer graphics and image porcessing and entering the age of ready usability.
Chiêm, Jean-Christophe; Van Durme, Thérèse; Vandendorpe, Florence; Schmitz, Olivier; Speybroeck, Niko; Cès, Sophie; Macq, Jean
2014-08-01
Various elderly case management projects have been implemented in Belgium. This type of long-term health care intervention involves contextual factors and human interactions. These underlying complex mechanisms can be usefully informed with field experts' knowledge, which are hard to make explicit. However, computer simulation has been suggested as one possible method of overcoming the difficulty of articulating such elicited qualitative views. A simulation model of case management was designed using an agent-based methodology, based on the initial qualitative research material. Variables and rules of interaction were formulated into a simple conceptual framework. This model has been implemented and was used as a support for a structured discussion with experts in case management. The rigorous formulation provided by the agent-based methodology clarified the descriptions of the interventions and the problems encountered regarding: the diverse network topologies of health care actors in the project; the adaptation time required by the intervention; the communication between the health care actors; the institutional context; the organization of the care; and the role of the case manager and his or hers personal ability to interpret the informal demands of the frail older person. The simulation model should be seen primarily as a tool for thinking and learning. A number of insights were gained as part of a valuable cognitive process. Computer simulation supporting field experts' elicitation can lead to better-informed decisions in the organization of complex health care interventions. © 2013 John Wiley & Sons, Ltd.
Distinct Neurocognitive Strategies for Comprehensions of Human and Artificial Intelligence
Ge, Jianqiao; Han, Shihui
2008-01-01
Although humans have inevitably interacted with both human and artificial intelligence in real life situations, it is unknown whether the human brain engages homologous neurocognitive strategies to cope with both forms of intelligence. To investigate this, we scanned subjects, using functional MRI, while they inferred the reasoning processes conducted by human agents or by computers. We found that the inference of reasoning processes conducted by human agents but not by computers induced increased activity in the precuneus but decreased activity in the ventral medial prefrontal cortex and enhanced functional connectivity between the two brain areas. The findings provide evidence for distinct neurocognitive strategies of taking others' perspective and inhibiting the process referenced to the self that are specific to the comprehension of human intelligence. PMID:18665211
ERIC Educational Resources Information Center
da Silva, André Constantino; Marques, Daniela; de Oliveira, Rodolfo Francisco; Noda, Edgar
2014-01-01
The use of computers in the teaching and learning process is investigated by many researches and, nowadays, due the available diversity of computing devices, tablets are become popular in classroom too. So what are the advantages and disadvantages to use tablets in classroom? How can we shape the teaching and learning activities to get the best of…
Teleconnections in complex human-Earth system models
NASA Astrophysics Data System (ADS)
Calvin, K. V.; Edmonds, J.
2017-12-01
Human systems and physical Earth systems are closely coupled and interact in complex ways that are sometimes surprising. This presentation discusses a few examples of system interactions. We consider the coupled energy-water-land-economy systems. We show how reductions in fossil fuel emissions are inversely coupled to land rents, food prices and deforestation. We discuss how water shortages in one part of the world is propagated to other distant parts of the world. We discuss the sensitivity of international trade patterns to energy and land systems technology and markets, and the potentially unanticipated results that can emerge.
[Lights, art, science - action!].
Lopes, Thelma
2005-01-01
The article offers some reflections on the main interactions between theater, science, and technology down through the history of theater. Based on our experience at "Science in the Spotlight", part of the Casa de Oswaldo Cruz's Museum of Life, we discuss how these interactions can be part of a science museum's daily activities. We use the word 'science' in its broad sense, encompassing not only the natural but human sciences as well; likewise, we use the word 'technology' as it relates to applied science. Art and science are understood here as creative processes, as ways of representing the world and expressing human knowledge.
3D virtual human atria: A computational platform for studying clinical atrial fibrillation.
Aslanidi, Oleg V; Colman, Michael A; Stott, Jonathan; Dobrzynski, Halina; Boyett, Mark R; Holden, Arun V; Zhang, Henggui
2011-10-01
Despite a vast amount of experimental and clinical data on the underlying ionic, cellular and tissue substrates, the mechanisms of common atrial arrhythmias (such as atrial fibrillation, AF) arising from the functional interactions at the whole atria level remain unclear. Computational modelling provides a quantitative framework for integrating such multi-scale data and understanding the arrhythmogenic behaviour that emerges from the collective spatio-temporal dynamics in all parts of the heart. In this study, we have developed a multi-scale hierarchy of biophysically detailed computational models for the human atria--the 3D virtual human atria. Primarily, diffusion tensor MRI reconstruction of the tissue geometry and fibre orientation in the human sinoatrial node (SAN) and surrounding atrial muscle was integrated into the 3D model of the whole atria dissected from the Visible Human dataset. The anatomical models were combined with the heterogeneous atrial action potential (AP) models, and used to simulate the AP conduction in the human atria under various conditions: SAN pacemaking and atrial activation in the normal rhythm, break-down of regular AP wave-fronts during rapid atrial pacing, and the genesis of multiple re-entrant wavelets characteristic of AF. Contributions of different properties of the tissue to mechanisms of the normal rhythm and arrhythmogenesis were investigated. Primarily, the simulations showed that tissue heterogeneity caused the break-down of the normal AP wave-fronts at rapid pacing rates, which initiated a pair of re-entrant spiral waves; and tissue anisotropy resulted in a further break-down of the spiral waves into multiple meandering wavelets characteristic of AF. The 3D virtual atria model itself was incorporated into the torso model to simulate the body surface ECG patterns in the normal and arrhythmic conditions. Therefore, a state-of-the-art computational platform has been developed, which can be used for studying multi-scale electrical phenomena during atrial conduction and AF arrhythmogenesis. Results of such simulations can be directly compared with electrophysiological and endocardial mapping data, as well as clinical ECG recordings. The virtual human atria can provide in-depth insights into 3D excitation propagation processes within atrial walls of a whole heart in vivo, which is beyond the current technical capabilities of experimental or clinical set-ups. Copyright © 2011 Elsevier Ltd. All rights reserved.
Virtual Frog Dissection Kit Version 2.2
Virtual Frog Dissection Kit This award-winning interactive program is part of the "Whole Frog " project. You can interactively dissect a (digitized) frog named Fluffy, and play the Virtual Frog animals other than the frog that have a computer-graphics based virtual dissection page. We get frequent
Finding Waldo: Learning about Users from their Interactions
DOE Office of Scientific and Technical Information (OSTI.GOV)
Brown, Eli T.; Ottley, Alvitta; Zhao, Helen
Visual analytics is inherently a collaboration between human and computer. However, in current visual analytics systems, the computer has limited means of knowing about its users and their analysis processes. While existing research has shown that a user’s interactions with a system reflect a large amount of the user’s reasoning process, there has been limited advancement in developing automated, real-time techniques that mine interactions to learn about the user. In this paper, we demonstrate that we can accurately predict a user’s task performance and infer some user personality traits by using machine learning techniques to analyze interaction data. Specifically, wemore » conduct an experiment in which participants perform a visual search task and we apply well-known machine learning algorithms to three encodings of the users interaction data. We achieve, depending on algorithm and encoding, between 62% and 96% accuracy at predicting whether each user will be fast or slow at completing the task. Beyond predicting performance, we demonstrate that using the same techniques, we can infer aspects of the user’s personality factors, including locus of control, extraversion, and neuroticism. Further analyses show that strong results can be attained with limited observation time, in some cases, 82% of the final accuracy is gained after a quarter of the average task completion time. Overall, our findings show that interactions can provide information to the computer about its human collaborator, and establish a foundation for realizing mixed- initiative visual analytics systems.« less
NASA Astrophysics Data System (ADS)
Tubman, Norm; Whaley, Birgitta
The development of exponential scaling methods has seen great progress in tackling larger systems than previously thought possible. One such technique, full configuration interaction quantum Monte Carlo, allows exact diagonalization through stochastically sampling of determinants. The method derives its utility from the information in the matrix elements of the Hamiltonian, together with a stochastic projected wave function, which are used to explore the important parts of Hilbert space. However, a stochastic representation of the wave function is not required to search Hilbert space efficiently and new deterministic approaches have recently been shown to efficiently find the important parts of determinant space. We shall discuss the technique of Adaptive Sampling Configuration Interaction (ASCI) and the related heat-bath Configuration Interaction approach for ground state and excited state simulations. We will present several applications for strongly correlated Hamiltonians. This work was supported through the Scientific Discovery through Advanced Computing (SciDAC) program funded by the U.S. Department of Energy, Office of Science, Advanced Scientific Computing Research and Basic Energy Sciences.
Interlanguage Pragmatics, Curricular Innovation, and Digital Technologies
ERIC Educational Resources Information Center
Sykes, Julie M.
2018-01-01
Human interaction is fundamentally about shared understanding, created when interlocutors engage with one another around their own intended meaning and the intended meaning of others. Pragmatics is at the core of this interaction. The fields of computer-assisted language learning (CALL) and the teaching and learning of interlanguage pragmatics…
From Presentation to Interaction: New Goals for Online Learning Technologies
ERIC Educational Resources Information Center
Tu, Chih-Hsiung
2005-01-01
Educators have used online technology in the past as information presentation tools and information storage tools to support learning. Researchers identify online technologies with large capacities and capabilities to enhance human learning in an interactive fashion. Online learning technology should move away from the use of computer technology…
Human and Computer Control of Undersea Teleoperators
1978-07-15
j ’Al.• /i•.f IAII•lU•I .p.ra i- . AWL• u~/K ftI&i. . .................... L HUMAN AND COMPUTER CONTROL / OF UNDERSEA TELEOPERATORS, .9 . - - I... UNDERSEA TELEOPERATORS 15 Mar 1977-14 June 1978 6. PERFORMING ORO. REPORT NUMBER,- J ". AUTHOR(e) S. CONTRACT OR GRANT NUMBER(*) Thomas B. Sheridan and...y ad Identify by block >w his is a review of factors p ertaining to man-machine interaction in remote control of undersea vehicles, especially their
NASA Astrophysics Data System (ADS)
Vassiliou, Marius S.; Sundareswaran, Venkataraman; Chen, S.; Behringer, Reinhold; Tam, Clement K.; Chan, M.; Bangayan, Phil T.; McGee, Joshua H.
2000-08-01
We describe new systems for improved integrated multimodal human-computer interaction and augmented reality for a diverse array of applications, including future advanced cockpits, tactical operations centers, and others. We have developed an integrated display system featuring: speech recognition of multiple concurrent users equipped with both standard air- coupled microphones and novel throat-coupled sensors (developed at Army Research Labs for increased noise immunity); lip reading for improving speech recognition accuracy in noisy environments, three-dimensional spatialized audio for improved display of warnings, alerts, and other information; wireless, coordinated handheld-PC control of a large display; real-time display of data and inferences from wireless integrated networked sensors with on-board signal processing and discrimination; gesture control with disambiguated point-and-speak capability; head- and eye- tracking coupled with speech recognition for 'look-and-speak' interaction; and integrated tetherless augmented reality on a wearable computer. The various interaction modalities (speech recognition, 3D audio, eyetracking, etc.) are implemented a 'modality servers' in an Internet-based client-server architecture. Each modality server encapsulates and exposes commercial and research software packages, presenting a socket network interface that is abstracted to a high-level interface, minimizing both vendor dependencies and required changes on the client side as the server's technology improves.
Animated analysis of geoscientific datasets: An interactive graphical application
NASA Astrophysics Data System (ADS)
Morse, Peter; Reading, Anya; Lueg, Christopher
2017-12-01
Geoscientists are required to analyze and draw conclusions from increasingly large volumes of data. There is a need to recognise and characterise features and changing patterns of Earth observables within such large datasets. It is also necessary to identify significant subsets of the data for more detailed analysis. We present an innovative, interactive software tool and workflow to visualise, characterise, sample and tag large geoscientific datasets from both local and cloud-based repositories. It uses an animated interface and human-computer interaction to utilise the capacity of human expert observers to identify features via enhanced visual analytics. 'Tagger' enables users to analyze datasets that are too large in volume to be drawn legibly on a reasonable number of single static plots. Users interact with the moving graphical display, tagging data ranges of interest for subsequent attention. The tool provides a rapid pre-pass process using fast GPU-based OpenGL graphics and data-handling and is coded in the Quartz Composer visual programing language (VPL) on Mac OSX. It makes use of interoperable data formats, and cloud-based (or local) data storage and compute. In a case study, Tagger was used to characterise a decade (2000-2009) of data recorded by the Cape Sorell Waverider Buoy, located approximately 10 km off the west coast of Tasmania, Australia. These data serve as a proxy for the understanding of Southern Ocean storminess, which has both local and global implications. This example shows use of the tool to identify and characterise 4 different types of storm and non-storm events during this time. Events characterised in this way are compared with conventional analysis, noting advantages and limitations of data analysis using animation and human interaction. Tagger provides a new ability to make use of humans as feature detectors in computer-based analysis of large-volume geosciences and other data.
The Structure of Borders in a Small World
Thiemann, Christian; Theis, Fabian; Grady, Daniel; Brune, Rafael; Brockmann, Dirk
2010-01-01
Territorial subdivisions and geographic borders are essential for understanding phenomena in sociology, political science, history, and economics. They influence the interregional flow of information and cross-border trade and affect the diffusion of innovation and technology. However, it is unclear if existing administrative subdivisions that typically evolved decades ago still reflect the most plausible organizational structure of today. The complexity of modern human communication, the ease of long-distance movement, and increased interaction across political borders complicate the operational definition and assessment of geographic borders that optimally reflect the multi-scale nature of today's human connectivity patterns. What border structures emerge directly from the interplay of scales in human interactions is an open question. Based on a massive proxy dataset, we analyze a multi-scale human mobility network and compute effective geographic borders inherent to human mobility patterns in the United States. We propose two computational techniques for extracting these borders and for quantifying their strength. We find that effective borders only partially overlap with existing administrative borders, and show that some of the strongest mobility borders exist in unexpected regions. We show that the observed structures cannot be generated by gravity models for human traffic. Finally, we introduce the concept of link significance that clarifies the observed structure of effective borders. Our approach represents a novel type of quantitative, comparative analysis framework for spatially embedded multi-scale interaction networks in general and may yield important insight into a multitude of spatiotemporal phenomena generated by human activity. PMID:21124970
The structure of borders in a small world.
Thiemann, Christian; Theis, Fabian; Grady, Daniel; Brune, Rafael; Brockmann, Dirk
2010-11-18
Territorial subdivisions and geographic borders are essential for understanding phenomena in sociology, political science, history, and economics. They influence the interregional flow of information and cross-border trade and affect the diffusion of innovation and technology. However, it is unclear if existing administrative subdivisions that typically evolved decades ago still reflect the most plausible organizational structure of today. The complexity of modern human communication, the ease of long-distance movement, and increased interaction across political borders complicate the operational definition and assessment of geographic borders that optimally reflect the multi-scale nature of today's human connectivity patterns. What border structures emerge directly from the interplay of scales in human interactions is an open question. Based on a massive proxy dataset, we analyze a multi-scale human mobility network and compute effective geographic borders inherent to human mobility patterns in the United States. We propose two computational techniques for extracting these borders and for quantifying their strength. We find that effective borders only partially overlap with existing administrative borders, and show that some of the strongest mobility borders exist in unexpected regions. We show that the observed structures cannot be generated by gravity models for human traffic. Finally, we introduce the concept of link significance that clarifies the observed structure of effective borders. Our approach represents a novel type of quantitative, comparative analysis framework for spatially embedded multi-scale interaction networks in general and may yield important insight into a multitude of spatiotemporal phenomena generated by human activity.
Indexing and retrieving motions of characters in close contact.
Ho, Edmond S L; Komura, Taku
2009-01-01
Human motion indexing and retrieval are important for animators due to the need to search for motions in the database which can be blended and concatenated. Most of the previous researches of human motion indexing and retrieval compute the Euclidean distance of joint angles or joint positions. Such approaches are difficult to apply for cases in which multiple characters are closely interacting with each other, as the relationships of the characters are not encoded in the representation. In this research, we propose a topology-based approach to index the motions of two human characters in close contact. We compute and encode how the two bodies are tangled based on the concept of rational tangles. The encoded relationships, which we define as TangleList, are used to determine the similarity of the pairs of postures. Using our method, we can index and retrieve motions such as one person piggy-backing another, one person assisting another in walking, and two persons dancing / wrestling. Our method is useful to manage a motion database of multiple characters. We can also produce motion graph structures of two characters closely interacting with each other by interpolating and concatenating topologically similar postures and motion clips, which are applicable to 3D computer games and computer animation.
DOE Office of Scientific and Technical Information (OSTI.GOV)
NONE
1997-05-01
The Interactive Computer-Enhanced Remote Viewing System (ICERVS) is a software tool for complex three-dimensional (3-D) visualization and modeling. Its primary purpose is to facilitate the use of robotic and telerobotic systems in remote and/or hazardous environments, where spatial information is provided by 3-D mapping sensors. ICERVS provides a robust, interactive system for viewing sensor data in 3-D and combines this with interactive geometric modeling capabilities that allow an operator to construct CAD models to match the remote environment. Part I of this report traces the development of ICERVS through three evolutionary phases: (1) development of first-generation software to render orthogonalmore » view displays and wireframe models; (2) expansion of this software to include interactive viewpoint control, surface-shaded graphics, material (scalar and nonscalar) property data, cut/slice planes, color and visibility mapping, and generalized object models; (3) demonstration of ICERVS as a tool for the remediation of underground storage tanks (USTs) and the dismantlement of contaminated processing facilities. Part II of this report details the software design of ICERVS, with particular emphasis on its object-oriented architecture and user interface.« less
Current status and future challenges in T-cell receptor/peptide/MHC molecular dynamics simulations.
Knapp, Bernhard; Demharter, Samuel; Esmaielbeiki, Reyhaneh; Deane, Charlotte M
2015-11-01
The interaction between T-cell receptors (TCRs) and major histocompatibility complex (MHC)-bound epitopes is one of the most important processes in the adaptive human immune response. Several hypotheses on TCR triggering have been proposed. Many of them involve structural and dynamical adjustments in the TCR/peptide/MHC interface. Molecular Dynamics (MD) simulations are a computational technique that is used to investigate structural dynamics at atomic resolution. Such simulations are used to improve understanding of signalling on a structural level. Here we review how MD simulations of the TCR/peptide/MHC complex have given insight into immune system reactions not achievable with current experimental methods. Firstly, we summarize methods of TCR/peptide/MHC complex modelling and TCR/peptide/MHC MD trajectory analysis methods. Then we classify recently published simulations into categories and give an overview of approaches and results. We show that current studies do not come to the same conclusions about TCR/peptide/MHC interactions. This discrepancy might be caused by too small sample sizes or intrinsic differences between each interaction process. As computational power increases future studies will be able to and should have larger sample sizes, longer runtimes and additional parts of the immunological synapse included. © The Author 2015. Published by Oxford University Press. This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted reuse, distribution, and reproduction in any medium, provided the original work is properly cited.
Implementing Artificial Intelligence Behaviors in a Virtual World
NASA Technical Reports Server (NTRS)
Krisler, Brian; Thome, Michael
2012-01-01
In this paper, we will present a look at the current state of the art in human-computer interface technologies, including intelligent interactive agents, natural speech interaction and gestural based interfaces. We describe our use of these technologies to implement a cost effective, immersive experience on a public region in Second Life. We provision our Artificial Agents as a German Shepherd Dog avatar with an external rules engine controlling the behavior and movement. To interact with the avatar, we implemented a natural language and gesture system allowing the human avatars to use speech and physical gestures rather than interacting via a keyboard and mouse. The result is a system that allows multiple humans to interact naturally with AI avatars by playing games such as fetch with a flying disk and even practicing obedience exercises using voice and gesture, a natural seeming day in the park.
NASA Astrophysics Data System (ADS)
Suder, Kenneth L.; Celestina, Mark L.
1995-06-01
Experimental and computational techniques are used to investigate tip clearance flows in a transonic axial compressor rotor at design and part speed conditions. Laser anemometer data acquired in the endwall region are presented for operating conditions near peak efficiency and near stall at 100% design speed and at near peak efficiency at 60% design speed. The role of the passage shock/leakage vortex interaction in generating endwall blockage is discussed. As a result of the shock/vortex interaction at design speed, the radial influence of the tip clearance flow extends to 20 times the physical tip clearance height. At part speed, in the absence of the shock, the radial extent is only 5 times the tip clearance height. Both measurements and analysis indicate that under part-speed operating conditions a second vortex, which does not originate from the tip leakage flow, forms in the endwall region within the blade passage and exits the passage near midpitch. Mixing of the leakage vortex with primary flow downstream of the rotor at both design and part speed conditions is also discussed.
NASA Technical Reports Server (NTRS)
Suder, Kenneth L.; Celestina, Mark L.
1995-01-01
Experimental and computational techniques are used to investigate tip clearance flows in a transonic axial compressor rotor at design and part speed conditions. Laser anemometer data acquired in the endwall region are presented for operating conditions near peak efficiency and near stall at 100% design speed and at near peak efficiency at 60% design speed. The role of the passage shock/leakage vortex interaction in generating endwall blockage is discussed. As a result of the shock/vortex interaction at design speed, the radial influence of the tip clearance flow extends to 20 times the physical tip clearance height. At part speed, in the absence of the shock, the radial extent is only 5 times the tip clearance height. Both measurements and analysis indicate that under part-speed operating conditions a second vortex, which does not originate from the tip leakage flow, forms in the endwall region within the blade passage and exits the passage near midpitch. Mixing of the leakage vortex with primary flow downstream of the rotor at both design and part speed conditions is also discussed.
The Effectiveness of Gaze-Contingent Control in Computer Games.
Orlov, Paul A; Apraksin, Nikolay
2015-01-01
Eye-tracking technology and gaze-contingent control in human-computer interaction have become an objective reality. This article reports on a series of eye-tracking experiments, in which we concentrated on one aspect of gaze-contingent interaction: Its effectiveness compared with mouse-based control in a computer strategy game. We propose a measure for evaluating the effectiveness of interaction based on "the time of recognition" the game unit. In this article, we use this measure to compare gaze- and mouse-contingent systems, and we present the analysis of the differences as a function of the number of game units. Our results indicate that performance of gaze-contingent interaction is typically higher than mouse manipulation in a visual searching task. When tested on 60 subjects, the results showed that the effectiveness of gaze-contingent systems over 1.5 times higher. In addition, we obtained that eye behavior stays quite stabile with or without mouse interaction. © The Author(s) 2015.
User Interaction in Semi-Automatic Segmentation of Organs at Risk: a Case Study in Radiotherapy.
Ramkumar, Anjana; Dolz, Jose; Kirisli, Hortense A; Adebahr, Sonja; Schimek-Jasch, Tanja; Nestle, Ursula; Massoptier, Laurent; Varga, Edit; Stappers, Pieter Jan; Niessen, Wiro J; Song, Yu
2016-04-01
Accurate segmentation of organs at risk is an important step in radiotherapy planning. Manual segmentation being a tedious procedure and prone to inter- and intra-observer variability, there is a growing interest in automated segmentation methods. However, automatic methods frequently fail to provide satisfactory result, and post-processing corrections are often needed. Semi-automatic segmentation methods are designed to overcome these problems by combining physicians' expertise and computers' potential. This study evaluates two semi-automatic segmentation methods with different types of user interactions, named the "strokes" and the "contour", to provide insights into the role and impact of human-computer interaction. Two physicians participated in the experiment. In total, 42 case studies were carried out on five different types of organs at risk. For each case study, both the human-computer interaction process and quality of the segmentation results were measured subjectively and objectively. Furthermore, different measures of the process and the results were correlated. A total of 36 quantifiable and ten non-quantifiable correlations were identified for each type of interaction. Among those pairs of measures, 20 of the contour method and 22 of the strokes method were strongly or moderately correlated, either directly or inversely. Based on those correlated measures, it is concluded that: (1) in the design of semi-automatic segmentation methods, user interactions need to be less cognitively challenging; (2) based on the observed workflows and preferences of physicians, there is a need for flexibility in the interface design; (3) the correlated measures provide insights that can be used in improving user interaction design.
Human agency beliefs influence behaviour during virtual social interactions
Brock, Jon
2017-01-01
In recent years, with the emergence of relatively inexpensive and accessible virtual reality technologies, it is now possible to deliver compelling and realistic simulations of human-to-human interaction. Neuroimaging studies have shown that, when participants believe they are interacting via a virtual interface with another human agent, they show different patterns of brain activity compared to when they know that their virtual partner is computer-controlled. The suggestion is that users adopt an “intentional stance” by attributing mental states to their virtual partner. However, it remains unclear how beliefs in the agency of a virtual partner influence participants’ behaviour and subjective experience of the interaction. We investigated this issue in the context of a cooperative “joint attention” game in which participants interacted via an eye tracker with a virtual onscreen partner, directing each other’s eye gaze to different screen locations. Half of the participants were correctly informed that their partner was controlled by a computer algorithm (“Computer” condition). The other half were misled into believing that the virtual character was controlled by a second participant in another room (“Human” condition). Those in the “Human” condition were slower to make eye contact with their partner and more likely to try and guide their partner before they had established mutual eye contact than participants in the “Computer” condition. They also responded more rapidly when their partner was guiding them, although the same effect was also found for a control condition in which they responded to an arrow cue. Results confirm the influence of human agency beliefs on behaviour in this virtual social interaction context. They further suggest that researchers and developers attempting to simulate social interactions should consider the impact of agency beliefs on user experience in other social contexts, and their effect on the achievement of the application’s goals. PMID:28948104
The challenge of computer mathematics.
Barendregt, Henk; Wiedijk, Freek
2005-10-15
Progress in the foundations of mathematics has made it possible to formulate all thinkable mathematical concepts, algorithms and proofs in one language and in an impeccable way. This is not in spite of, but partially based on the famous results of Gödel and Turing. In this way statements are about mathematical objects and algorithms, proofs show the correctness of statements and computations, and computations are dealing with objects and proofs. Interactive computer systems for a full integration of defining, computing and proving are based on this. The human defines concepts, constructs algorithms and provides proofs, while the machine checks that the definitions are well formed and the proofs and computations are correct. Results formalized so far demonstrate the feasibility of this 'computer mathematics'. Also there are very good applications. The challenge is to make the systems more mathematician-friendly, by building libraries and tools. The eventual goal is to help humans to learn, develop, communicate, referee and apply mathematics.
The Further Development of CSIEC Project Driven by Application and Evaluation in English Education
ERIC Educational Resources Information Center
Jia, Jiyou; Chen, Weichao
2009-01-01
In this paper, we present the comprehensive version of CSIEC (Computer Simulation in Educational Communication), an interactive web-based human-computer dialogue system with natural language for English instruction, and its tentative application and evaluation in English education. First, we briefly introduce the motivation for this project,…
Learning and Optimization of Cognitive Capabilities. Final Project Report.
ERIC Educational Resources Information Center
Lumsdaine, A.A.; And Others
The work of a three-year series of experimental studies of human cognition is summarized in this report. Proglem solving and learning in man-machine interaction was investigated, as well as relevant variables and processes. The work included four separate projects: (1) computer-aided problem solving, (2) computer-aided instruction techniques, (3)…
An Empathic Avatar in a Computer-Aided Learning Program to Encourage and Persuade Learners
ERIC Educational Resources Information Center
Chen, Gwo-Dong; Lee, Jih-Hsien; Wang, Chin-Yeh; Chao, Po-Yao; Li, Liang-Yi; Lee, Tzung-Yi
2012-01-01
Animated pedagogical agents with characteristics such as facial expressions, gestures, and human emotions, under an interactive user interface are attractive to students and have high potential to promote students' learning. This study proposes a convenient method to add an embodied empathic avatar into a computer-aided learning program; learners…
Human-Computer Interaction Software: Lessons Learned, Challenges Ahead
1989-01-01
domain communi- Iatelligent s t s s Me cation. Users familiar with problem Inteligent support systes. High-func- anddomains but inxperienced with comput...8217i. April 1987, pp. 7.3-78. His research interests include artificial intel- Creating better HCI softw-are will have a 8. S.K Catrd. I.P. Moran. arid
Using Web Speech Technology with Language Learning Applications
ERIC Educational Resources Information Center
Daniels, Paul
2015-01-01
In this article, the author presents the history of human-to-computer interaction based upon the design of sophisticated computerized speech recognition algorithms. Advancements such as the arrival of cloud-based computing and software like Google's Web Speech API allows anyone with an Internet connection and Chrome browser to take advantage of…
A Framework for the Evaluation of CASE Tool Learnability in Educational Environments
ERIC Educational Resources Information Center
Senapathi, Mali
2005-01-01
The aim of the research is to derive a framework for the evaluation of Computer Aided Software Engineering (CASE) tool learnability in educational environments. Drawing from the literature of Human Computer Interaction and educational research, a framework for evaluating CASE tool learnability in educational environments is derived. The two main…
Teaching through Interactive Pictures: Computer, Video and Human Realities.
ERIC Educational Resources Information Center
Strauss, Andre
A technique designed to make the classroom use of videotapes for second language teaching for specific purposes more efficient is described. The technique begins with a classroom review of basic vocabulary and structures, which is then tested with a computer exercise. A second stage requires discussion and memorization of vocabulary and phrases…
Questioning Mechanisms During Tutoring, Conversation, and Human-Computer Interaction
1992-10-14
project on the grant, we are analyzing sequences of speech act categories in dialogues between children. The 90 dialogues occur in the context of free ... play , a puzzle task, versus a 20-questions game. Our goal is to assess the extent to which various computational models can predict speech act category N
Stereoscopy and the Human Visual System
Banks, Martin S.; Read, Jenny C. A.; Allison, Robert S.; Watt, Simon J.
2012-01-01
Stereoscopic displays have become important for many applications, including operation of remote devices, medical imaging, surgery, scientific visualization, and computer-assisted design. But the most significant and exciting development is the incorporation of stereo technology into entertainment: specifically, cinema, television, and video games. In these applications for stereo, three-dimensional (3D) imagery should create a faithful impression of the 3D structure of the scene being portrayed. In addition, the viewer should be comfortable and not leave the experience with eye fatigue or a headache. Finally, the presentation of the stereo images should not create temporal artifacts like flicker or motion judder. This paper reviews current research on stereo human vision and how it informs us about how best to create and present stereo 3D imagery. The paper is divided into four parts: (1) getting the geometry right, (2) depth cue interactions in stereo 3D media, (3) focusing and fixating on stereo images, and (4) how temporal presentation protocols affect flicker, motion artifacts, and depth distortion. PMID:23144596
Data representation for joint kinematics simulation of the lower limb within an educational context.
Van Sint Jan, Serge; Hilal, Isam; Salvia, Patrick; Sholukha, Victor; Poulet, Pascal; Kirokoya, Ibrahim; Rooze, Marcel
2003-04-01
Three-dimensional (3D) visualization is becoming increasingly frequent in both qualitative and quantitative biomechanical studies of anatomical structures involving multiple data sources (e.g. morphological data and kinematics data). For many years, this kind of experiment was limited to the use of bi-dimensional images due to a lack of accurate 3D data. However, recent progress in medical imaging and computer graphics has forged new perspectives. Indeed, new techniques allow the development of an interactive interface for the simulation of human motions combining data from both medical imaging (i.e., morphology) and biomechanical studies (i.e., kinematics). Fields of application include medical education, biomechanical research and clinical research. This paper presents an experimental protocol for the development of anatomically realistic joint simulation within a pedagogical context. Results are shown for the lower limb. Extension to other joints is straightforward. This work is part of the Virtual Animation of the Kinematics of the Human project (VAKHUM) (http://www.ulb.ac.be/project/vakhum).
Impaired associative learning in schizophrenia: behavioral and computational studies
Diwadkar, Vaibhav A.; Flaugher, Brad; Jones, Trevor; Zalányi, László; Ujfalussy, Balázs; Keshavan, Matcheri S.
2008-01-01
Associative learning is a central building block of human cognition and in large part depends on mechanisms of synaptic plasticity, memory capacity and fronto–hippocampal interactions. A disorder like schizophrenia is thought to be characterized by altered plasticity, and impaired frontal and hippocampal function. Understanding the expression of this dysfunction through appropriate experimental studies, and understanding the processes that may give rise to impaired behavior through biologically plausible computational models will help clarify the nature of these deficits. We present a preliminary computational model designed to capture learning dynamics in healthy control and schizophrenia subjects. Experimental data was collected on a spatial-object paired-associate learning task. The task evinces classic patterns of negatively accelerated learning in both healthy control subjects and patients, with patients demonstrating lower rates of learning than controls. Our rudimentary computational model of the task was based on biologically plausible assumptions, including the separation of dorsal/spatial and ventral/object visual streams, implementation of rules of learning, the explicit parameterization of learning rates (a plausible surrogate for synaptic plasticity), and learning capacity (a plausible surrogate for memory capacity). Reductions in learning dynamics in schizophrenia were well-modeled by reductions in learning rate and learning capacity. The synergy between experimental research and a detailed computational model of performance provides a framework within which to infer plausible biological bases of impaired learning dynamics in schizophrenia. PMID:19003486
Social Dynamics in Web Page through Inter-Agent Interaction
NASA Astrophysics Data System (ADS)
Takeuchi, Yugo; Katagiri, Yasuhiro
Social persuasion abounds in human-human interactions. Attitudes and behaviors of people are invariably influenced by the attitudes and behaviors of other people as well as our social roles/relationships toward them. In the pedagogic scene, the relationship between teacher and learner produces one of the most typical interactions, in which the teacher makes the learner spontaneously study what he/she teaches. This study is an attempt to elucidate the nature and effectiveness of social persuasion in human-computer interaction environments. We focus on the social dynamics of multi-party interactions that involve both human-agent and inter-agent interactions. An experiment is conducted in a virtual web-instruction setting employing two types of agents: conductor agents who accompany and guide each learner throughout his/her learning sessions, and domain-expert agents who provide explanations and instructions for each stage of the instructional materials. In this experiment, subjects are assigned two experimental conditions: the authorized condition, in which an agent respectfully interacts with another agent, and the non-authorized condition, in which an agent carelessly interacts with another agent. The results indicate performance improvements in the authorized condition of inter-agent interactions. An analysis is given from the perspective of the transfer of authority from inter-agent to human-agent interactions based on social conformity. We argue for pedagogic advantages of social dynamics created by multiple animated character agents.
STEPS: A Simulated, Tutorable Physics Student.
ERIC Educational Resources Information Center
Ur, Sigalit; VanLehn, Kurt
1995-01-01
Describes a simulated student that learns by interacting with a human tutor. Tests suggest that simulated students, when developed past the prototype stage, could be valuable for training human tutors. Provides a computational cognitive task analysis of the skill of learning from a tutor that is useful for designing intelligent tutoring systems.…
Interaction with Machine Improvisation
NASA Astrophysics Data System (ADS)
Assayag, Gerard; Bloch, George; Cont, Arshia; Dubnov, Shlomo
We describe two multi-agent architectures for an improvisation oriented musician-machine interaction systems that learn in real time from human performers. The improvisation kernel is based on sequence modeling and statistical learning. We present two frameworks of interaction with this kernel. In the first, the stylistic interaction is guided by a human operator in front of an interactive computer environment. In the second framework, the stylistic interaction is delegated to machine intelligence and therefore, knowledge propagation and decision are taken care of by the computer alone. The first framework involves a hybrid architecture using two popular composition/performance environments, Max and OpenMusic, that are put to work and communicate together, each one handling the process at a different time/memory scale. The second framework shares the same representational schemes with the first but uses an Active Learning architecture based on collaborative, competitive and memory-based learning to handle stylistic interactions. Both systems are capable of processing real-time audio/video as well as MIDI. After discussing the general cognitive background of improvisation practices, the statistical modelling tools and the concurrent agent architecture are presented. Then, an Active Learning scheme is described and considered in terms of using different improvisation regimes for improvisation planning. Finally, we provide more details about the different system implementations and describe several performances with the system.
Holistic Modeling for Human-Autonomous System Interaction
2015-01-01
piloting ...2012). 18X Pilots Learn RPAs First. Retrieved April 7, 2013, from http://www.holloman.af.mil/news/story.asp...human processor (QN-‐ MHP): a computational architecture for multitask performance in human-‐machine
Final Report: PAGE: Policy Analytics Generation Engine
2016-08-12
develop a parallel framework for it. We also developed policies and methods by which a group of defensive resources (e.g. checkpoints) could be...Sarit Kraus. Learning to Reveal Information in Repeated Human -Computer Negotiation, Human -Agent Interaction Design and Models Workshop 2012. 04-JUN...Joseph Keshet, Sarit Kraus. Predicting Human Strategic Decisions Using Facial Expressions, International Joint Conference on Artificial
Understanding and Managing Causality of Change in Socio-Technical Systems II
2011-01-25
SUBJECT TERMS Cognition , Human Effectiveness, Information Science 16. SECURITY CLASSIFICATION OF: 17. LIMITATION OF ABSTRACT Same as Report (SAR) 18...at large taking into account the cognitive interaction between humans and technology. 8 Hussein Abbass Professor Abbass leads the...Network Centric Operations Future Air Traffic Management Systems Cognitive Engineering including Human-Computer Integration In all of the
Managing Computer Systems Development: Understanding the Human and Technological Imperatives.
1985-06-01
for their organization’s use? How can they predict tle impact of future systems ca their management control capabilities ? Cf equal importance is the...commercial organizations discovered that there was only a limited capability of interaction between various types of computers. These organizations were...Viewed together, these three interrelated subsystems, EDP, MIS, and DSS, establish the framework of an overall systems capability known as a Computer
Haptic interfaces: Hardware, software and human performance
NASA Technical Reports Server (NTRS)
Srinivasan, Mandayam A.
1995-01-01
Virtual environments are computer-generated synthetic environments with which a human user can interact to perform a wide variety of perceptual and motor tasks. At present, most of the virtual environment systems engage only the visual and auditory senses, and not the haptic sensorimotor system that conveys the sense of touch and feel of objects in the environment. Computer keyboards, mice, and trackballs constitute relatively simple haptic interfaces. Gloves and exoskeletons that track hand postures have more interaction capabilities and are available in the market. Although desktop and wearable force-reflecting devices have been built and implemented in research laboratories, the current capabilities of such devices are quite limited. To realize the full promise of virtual environments and teleoperation of remote systems, further developments of haptic interfaces are critical. In this paper, the status and research needs in human haptics, technology development and interactions between the two are described. In particular, the excellent performance characteristics of Phantom, a haptic interface recently developed at MIT, are highlighted. Realistic sensations of single point of contact interactions with objects of variable geometry (e.g., smooth, textured, polyhedral) and material properties (e.g., friction, impedance) in the context of a variety of tasks (e.g., needle biopsy, switch panels) achieved through this device are described and the associated issues in haptic rendering are discussed.
Human systems dynamics: Toward a computational model
NASA Astrophysics Data System (ADS)
Eoyang, Glenda H.
2012-09-01
A robust and reliable computational model of complex human systems dynamics could support advancements in theory and practice for social systems at all levels, from intrapersonal experience to global politics and economics. Models of human interactions have evolved from traditional, Newtonian systems assumptions, which served a variety of practical and theoretical needs of the past. Another class of models has been inspired and informed by models and methods from nonlinear dynamics, chaos, and complexity science. None of the existing models, however, is able to represent the open, high dimension, and nonlinear self-organizing dynamics of social systems. An effective model will represent interactions at multiple levels to generate emergent patterns of social and political life of individuals and groups. Existing models and modeling methods are considered and assessed against characteristic pattern-forming processes in observed and experienced phenomena of human systems. A conceptual model, CDE Model, based on the conditions for self-organizing in human systems, is explored as an alternative to existing models and methods. While the new model overcomes the limitations of previous models, it also provides an explanatory base and foundation for prospective analysis to inform real-time meaning making and action taking in response to complex conditions in the real world. An invitation is extended to readers to engage in developing a computational model that incorporates the assumptions, meta-variables, and relationships of this open, high dimension, and nonlinear conceptual model of the complex dynamics of human systems.
Diversity of key players in the microbial ecosystems of the human body
Jordán, Ferenc; Lauria, Mario; Scotti, Marco; Nguyen, Thanh-Phuong; Praveen, Paurush; Morine, Melissa; Priami, Corrado
2015-01-01
Coexisting bacteria form various microbial communities in human body parts. In these ecosystems they interact in various ways and the properties of the interaction network can be related to the stability and functional diversity of the local bacterial community. In this study, we analyze the interaction network among bacterial OTUs in 11 locations of the human body. These belong to two major groups. One is the digestive system and the other is the female genital tract. In each local ecosystem we determine the key species, both the ones being in key positions in the interaction network and the ones that dominate by frequency. Beyond identifying the key players and discussing their biological relevance, we also quantify and compare the properties of the 11 networks. The interaction networks of the female genital system and the digestive system show totally different architecture. Both the topological properties and the identity of the key groups differ. Key groups represent four phyla of prokaryotes. Some groups appear in key positions in several locations, while others are assigned only to a single body part. The key groups of the digestive and the genital tracts are totally different. PMID:26514870
Diversity of key players in the microbial ecosystems of the human body.
Jordán, Ferenc; Lauria, Mario; Scotti, Marco; Nguyen, Thanh-Phuong; Praveen, Paurush; Morine, Melissa; Priami, Corrado
2015-10-30
Coexisting bacteria form various microbial communities in human body parts. In these ecosystems they interact in various ways and the properties of the interaction network can be related to the stability and functional diversity of the local bacterial community. In this study, we analyze the interaction network among bacterial OTUs in 11 locations of the human body. These belong to two major groups. One is the digestive system and the other is the female genital tract. In each local ecosystem we determine the key species, both the ones being in key positions in the interaction network and the ones that dominate by frequency. Beyond identifying the key players and discussing their biological relevance, we also quantify and compare the properties of the 11 networks. The interaction networks of the female genital system and the digestive system show totally different architecture. Both the topological properties and the identity of the key groups differ. Key groups represent four phyla of prokaryotes. Some groups appear in key positions in several locations, while others are assigned only to a single body part. The key groups of the digestive and the genital tracts are totally different.
Excimer laser interaction with dentin of the human tooth
NASA Technical Reports Server (NTRS)
Hammond, Ernest C., Jr.; Gilliam, Ruth L.; Baker, George R.
1989-01-01
The use an excimer laser produced many unusual conical structures within the dentin of the inner part of the human tooth. By varying the frequency of the laser one can disperse the energy and cause more bleeding in laser surgery, but not destroy the cells associated with the incision. Therefore, the healing process will virtually be without scarring. Whereas, using the infrared laser the blood loss would be less, but the healing process would tend to be longer because cells are being destroyed due to the cauterization effect of the laser. The question is, are these structures produced as an interaction with the laser or are they an intrinsic part of the structure. The effects of the laser interaction upon dentin was studied, and in using electron microscopy the interaction of the excimer laser upon the tooth dentin and other various biological tissue is more clearly understood.
Techniques of EMG signal analysis: detection, processing, classification and applications
Hussain, M.S.; Mohd-Yasin, F.
2006-01-01
Electromyography (EMG) signals can be used for clinical/biomedical applications, Evolvable Hardware Chip (EHW) development, and modern human computer interaction. EMG signals acquired from muscles require advanced methods for detection, decomposition, processing, and classification. The purpose of this paper is to illustrate the various methodologies and algorithms for EMG signal analysis to provide efficient and effective ways of understanding the signal and its nature. We further point up some of the hardware implementations using EMG focusing on applications related to prosthetic hand control, grasp recognition, and human computer interaction. A comparison study is also given to show performance of various EMG signal analysis methods. This paper provides researchers a good understanding of EMG signal and its analysis procedures. This knowledge will help them develop more powerful, flexible, and efficient applications. PMID:16799694
Interactive computer aided technology, evolution in the design/manufacturing process
NASA Technical Reports Server (NTRS)
English, C. H.
1975-01-01
A powerful computer-operated three dimensional graphic system and associated auxiliary computer equipment used in advanced design, production design, and manufacturing was described. This system has made these activities more productive than when using older and more conventional methods to design and build aerospace vehicles. With the use of this graphic system, designers are now able to define parts using a wide variety of geometric entities, define parts as fully surface 3-dimensional models as well as "wire-frame" models. Once geometrically defined, the designer is able to take section cuts of the surfaced model and automatically determine all of the section properties of the planar cut, lightpen detect all of the surface patches and automatically determine the volume and weight of the part. Further, his designs are defined mathematically at a degree of accuracy never before achievable.
Issues in Interaction Language Specification and Representation.
1983-11-01
of Dialogues for Human-Computer Interfaces," to be submitted for publication (1983). IHEINL75] Heindel, L. and J. Roberto . "LANG-PAK: An Interactive...22043 Bolling Air Force Base Washington, D.C. 20332 Dr. Paul E. Lehner PAR Technology Corp. AFHRL/LRS TDC P.O. Box 2005 Attn: Susan Ewing Reston, VA 22090
Dan Goldin Presentation: Pathway to the Future
NASA Technical Reports Server (NTRS)
1999-01-01
In the "Path to the Future" presentation held at NASA's Langley Center on March 31, 1999, NASA's Administrator Daniel S. Goldin outlined the future direction and strategies of NASA in relation to the general space exploration enterprise. NASA's Vision, Future System Characteristics, Evolutions of Engineering, and Revolutionary Changes are the four main topics of the presentation. In part one, the Administrator talks in detail about NASA's vision in relation to the NASA Strategic Activities that are Space Science, Earth Science, Human Exploration, and Aeronautics & Space Transportation. Topics discussed in this section include: space science for the 21st century, flying in mars atmosphere (mars plane), exploring new worlds, interplanetary internets, earth observation and measurements, distributed information-system-in-the-sky, science enabling understanding and application, space station, microgravity, science and exploration strategies, human mars mission, advance space transportation program, general aviation revitalization, and reusable launch vehicles. In part two, he briefly talks about the future system characteristics. He discusses major system characteristics like resiliencey, self-sufficiency, high distribution, ultra-efficiency, and autonomy and the necessity to overcome any distance, time, and extreme environment barriers. Part three of Mr. Goldin's talk deals with engineering evolution, mainly evolution in the Computer Aided Design (CAD)/Computer Aided Engineering (CAE) systems. These systems include computer aided drafting, computerized solid models, virtual product development (VPD) systems, networked VPD systems, and knowledge enriched networked VPD systems. In part four, the last part, the Administrator talks about the need for revolutionary changes in communication and networking areas of a system. According to the administrator, the four major areas that need cultural changes in the creativity process are human-centered computing, an infrastructure for distributed collaboration, rapid synthesis and simulation tools, and life-cycle integration and validation. Mr. Goldin concludes his presentation with the following maxim "Collaborate, Integrate, Innovate or Stagnate and Evaporate." He also answers some questions after the presentation.